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Components · v1.0.0

ShadowCaster

Vaelis 1.0.0 ShadowCaster component reference: fields, script API, behavior and examples.

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ScopeThis page documents the ShadowCaster component in Vaelis 1.0.0. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorInspector → Add Component → Shadow Caster. Enable it on objects that should occlude light; pair with a Light whose Cast Shadows is enabled.

#What it does

Marks an entity as a shadow occluder for the lighting system.

Component setup & editor toolsShadowCaster defines geometry that participates in the lighting/shadow system.

#How to add and use ShadowCaster

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for ShadowCaster → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Select entity → Inspector → Add Component → Shadow Caster. Configure its serialized geometry in the Inspector and verify shadows in the viewport/game preview with a Light configured to cast shadows.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
enabledbooleanEnable shadow casting.true
widthnumber|nullShadow source width; null can derive from visual bounds.null
heightnumber|nullShadow source height; null can derive from visual bounds.null
offsetXnumberShadow offset X.0
offsetYnumberShadow offset Y.0
opacitynumberShadow opacity.1
lengthnumberShadow length multiplier.1
softnessnumberShadow softness.0

#Tuning behavior

These are the practical direction-of-change rules for the most important controls on this component.

SettingWhat changing it does
opacity0 contributes no visible shadow; 1 is full caster contribution.
length1 uses the light’s natural reach; 0.5 makes a shorter shadow; 2 makes it reach twice as far.
softness0 is a crisp edge; increasing it broadens the penumbra.

#Script API

MemberKindDescription
enabledPropertyEnable shadow casting.
widthPropertyExplicit caster width.
heightPropertyExplicit caster height.
offsetXPropertyX offset.
offsetYPropertyY offset.
opacityPropertyShadow opacity.
lengthPropertyShadow length.
softnessPropertyShadow softness.

#Examples

js
this.shadowCaster.length = 2;
js
this.shadowCaster.softness = 0.25;
Need the full workflow?Components: complete workflow covers adding, configuring, testing, combining, and removing components.