I'm trying to "light up" options on my front-end menu using a self illuminating material, and I'd like to use a Halo on each letter too.
Halo's are easy to set up from the inspector, but all my menus are driven by code (for localisation purposes), so I need to be able to "spawn" a halo on each letter as I change it's material.
My initial idea is to add a halo but "disable" it when I create the letter in the first place - the problem is, I can find no documentation anywhere about how to actually create a halo from scratch!
As far as I can see, there appears to be no scripting interface to the "halo" setting on the light objects.
Perhaps you could instantiate a new Light prefab for each new halo that you want to display? I.e. first you'd create a prototype light, with the halo switched on, and the "culling mask" et to "nothing" (because you only want to show a halo, not to actually light your geometry with these instances).
Then create a new prefab in your project pane, and drag the light gameobject onto that. Then delete the 'prototype' from your hierarchy.
You can then use Instantiate to create a new instance of your Light prefab (which doesn't actually apply lighting because of its layermask setting), to show a halo at whatever position you like.
I know this isn’t the exact script you are looking for, but it is something you could modify to work for lights. This is a flickering light script I made for fire and explosions. Just attach this to a Light with a halo on it. It will switch on and off depending on how you set the code.
var illuminate : boolean;
var min : float;
var max : float;
function Start()
{
illuminate = true;
}
function Update()
{
if(illuminate)
{
GetComponent(“Light”).enabled = true;
}