manage_light
Manage lights: create, configure, list, and get info
Category: Lighting
Parameters
Section titled “Parameters”| Name | Type | Required | Default | Description |
|---|---|---|---|---|
action |
string | yes | Action to perform. One of: create, configure, info, list, delete |
|
light_name |
string | Name of the light GameObject | ||
light_type |
string | Type of light to create. One of: directional, point, spot, area |
||
color |
string | Light color in hex format (e.g., #FFFFFF) | ||
intensity |
number | Light intensity | ||
range |
number | Range for Point/Spot lights | ||
spot_angle |
number | Spot angle for Spot lights (degrees) | ||
inner_spot_angle |
number | Inner spot angle percentage | ||
shadows |
string | Shadow type. One of: none, hard, soft |
||
position |
object | World position | ||
rotation |
object | Euler rotation in degrees | ||
cookie_path |
string | Asset path to cookie texture | ||
culling_mask |
string | Layer mask (e.g., ‘Everything’, ‘Default’, ‘UI’) |
Example call
Section titled “Example call”The arguments below are the required ones; add the optional ones you need.
{ "name": "manage_light", "arguments": { "action": "create" }}In SuperSave mode
Section titled “In SuperSave mode”When Unity runs with NANORA_MCP_SUPERSAVE=1, call it through the execute meta tool: {"tool": "manage_light", "args": { … }}. See SuperSave mode.
Source
Section titled “Source”Generated from Assets/NanoraUnityMCP/Editor/Tools/LightingTools.cs (version 1.2.1). The client receives the same schema from tools/list.