STORE LINK | WEB DEMO 1 | WEB DEMO 2
EDIT:
Light Behavior is now available on the Asset store for 10$!
Light Behavior is a an asset pack I’ve been workig on for a while now, containing several scripts written in C# that are used to add light-effects on your existing light sources.
STORE LINK
Light Behavior is now available on the Unity Asset Store for 10$!
WEB DEMO 1
Get an idea of what can easily be achieved when using Light Behavior
WEB DEMO 2
Look at what kinds of effects are included
Light Behavior gives you complete control of how your light sources behaves in Unity.
It offers an easy way to manipulate your lights, bringing a wide variety of light-effects suitable for any situation or game.
Light effects and Light Cookies included in the package
All scripts are written in C# and have been optimized for performance and usability, written with a Drag ‘n Drop mentality it’s as simple as adding the script as a component to the light source to get it to behave like you want it to.
I prepared a very short and simple video to show some of the features of the package:
As shown in the video, each behavior offers complete control via the Unity inspector, making it super easy to change values and tweak individual behaviors to suit your needs.
Light Effects
Blinking
The light source blinks with a set interval.
Minimum strength and time between each “blink” is set in the Unity Inspector
Flicker
The light source flickers on and off in a seemingly random fashion.
Minimum strength and flicker-frequency can be set in the Unity Inspector
Flicker Horror version
Very similar to “Flicker” but with a more eerie feeling
Calm Emergency
The light source fades in and out, in a calm way, never reaching completely black.
Perfect when simulating a siren or Emergency alarm and don’t want to overwhelm the player.
Intense Emergency
Similar to Calm Emergency; the light source fades in and out, but in a more intense way, going from original brightness to completely black.
Perfect when you want to relate a more stressful feeling in an emergency setting.
Fire
Like the name describes, the light source simulates the light of a fire.
The behavior is divided into two sequences; Calm Time and Intense Time
During Calm Time the light flickers in a pretty calm and predictable way, however in Intense Time the light behaves in a more intense manor to simulate the fire flickering in the wind.
The time spent in both “calm time” and “intense time” can be set within the Unity Inspector.
Torch
Simulates the light casted by a fire-torch or a fire that is a subject to many outside forces.
Very fast and strong changes in values.
Candle
Simulates the light casted by a candle or a very calm fire, very small changes in values.
Volatile Fire
Very similar to fire, going through the sequences Calm Time and Intense Time,
however this behavior has much greater and faster changes in its values, making it seem more alive, simulating a wild-fire or a fire that is starting to spread.
Dual Color
The light source shift between 2 different colors; starting with its original color and fades into the second color. When second color is reached, the light starts fading back to its original color.
Both colors and the time between each full change in color can be set in the inspector.
Dual Color – Simple
Similar to Dual color, however, when the light reaches its second color it will jump straight back to the original color to start over.
Both colors and the time between each full change in color can be set in the inspector.
Move between
The light source will move from its original position towards the position of another game object in the scene.
When the second position has been reached, the light source will start moving back to its original position.
Positions and the time between each change in position can be set in the inspector.
Move one way
Similar to Move between, however, when the light source has reached its second position, it will jump straight back to its original position.
Positions and the time between each change in position can be set in the inspector.
Sound effect and Time between each lightning strike can be changed within the Inspector.
Thunder (Area)
Simulates a lightning strike as seen when outside.
An interval between each lightning strike is set in the inspector, as well as a possible sound effect (Sound effect can be ignored if want to).
When lightning occurs, the light flashes very fast for a short period of time.
The amount of flashes in each lightning strike is randomly changed to make sure that two lightning strikes following each other do not look the same.
Thunder (Window)
Very similar to Thunder (Area), but with changes to how each flash behaves to make it a look better when using spotlights that simulates lightning flashing through windows.
Includes 10 different light cookies to make sure each light effect looks as beautiful as possible
Light Cookies
FlashLight
Door
Emergency Light
Fire
Volatile Fire
Bars
Sqaure
Window
Window (Double)
Window (Tree shadow)
Prefabs
Also included are light-prefabs connected to each behavior. This is to make it a bit easier to grasp when first using the package, showcasing what each behavior does to the light source and how the tweaking the values changes the behavior.
These prefabs can also be used if you want to add new light sources of a specific behavior from the get-go, without going through the process of creating a new light source and adding the correct behavior.
Ready-To-Use Light Prefabs included for each light behavior
Sound interesting? Anything you’d like to see added? Would love to get some feedback from you guys on this!