---
title: "Light Beams"
package: "@phaser-ae/beams-3d"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-19
description: "Visible shafts of light through haze for 3D scenes, from torches and searchlights to lighthouses and headlights, that follow their light and melt into solids."
url: https://phaser.io/packs/beams-3d
site: Phaser - https://phaser.io
---

# Light Beams

Volumetric spotlight shafts: the visible cone of light a torch, a searchlight, a lighthouse or headlights throw
through haze. A beam follows its light or is aimed by hand, shades like light, and fades out before it meets a solid.

## What it does

`game.beams.add` gives a `lighting-3d` spot light a visible shaft. From then on the shaft reads the light's position,
aim, cone, reach and colour every frame, so you aim, move or recolour the light and the beam follows, and it dies with
the light. Any look field you set on the beam becomes its own, so a shaft can be shorter than the light reaches. For a
shaft that follows nothing, `game.beams.at` places one with its own position, yaw and pitch, and sweeping it is a
matter of changing its `dir` each frame.

A beam is a plain cone built in the vertex stage from a few numbers, with no mesh and no draw of its own: every beam in
the world goes out in one instanced draw. It is additive, brightest down the core where both walls of the cone add up,
soft at the silhouette and fading along its length. It reads the scene's depth and fades out a set distance before a
solid, so where a searchlight meets the ground or a headlight meets a wall, the shaft melts into it instead of cutting
through.

## Features

- **Shafts that follow lights** — position, aim, cone, reach and colour read from a spot light every frame, until you
  set a field of the beam's own.
- **Shafts placed by hand** — `at` with a position, yaw and pitch in the same angles as a light's, live to change.
- **A live look** — `length`, `cone`, `color` and `intensity` on every beam, readable and settable at any time.
- **Dissolves into solids** — fades `soft` world units before the opaque scene, depth-tested so nearer solids hide
  it.
- **One instanced draw** — no mesh and no per-beam draw, however many beams there are.
- **Global controls** — `strength` over every beam's intensity, `soft` and `enabled`, live or as pack options.

## Good for

- **Lighthouses and searchlights** sweeping fog or a prison yard at night.
- **Torches and flashlights** in caves, cellars and horror games, where the beam shows where the player looks.
- **Night driving**, with headlight cones in rain and mist.
- **Stage and concert lighting**, with coloured shafts swinging over a crowd.
- **Dark scenes that must stay readable**, where seeing the shaft tells the player where a guard or a turret is
  looking.

## Make it yours

Each beam's `length`, `cone`, `color` and `intensity` can be set when it is made or changed later, and a following
beam can take some fields from its light and set others itself. The pack's options set `soft`, how far ahead of a
solid shafts begin to dissolve, `strength`, a multiplier over every beam, and `enabled`.

Two different uses: a ring of guards' torches whose shafts follow their spot lights as they patrol a dark courtyard,
each a short warm cone that dies when its guard does; and a lighthouse with one long, narrow, pale beam placed high
on the cliff and swept round by turning its yaw a little every frame.

## A quick look

A shaft that follows a spot light, and a lighthouse beam placed by hand and swept:

```ts
const lamp = game.lights.add({ x: 0, y: 9, z: 0, radius: 24, cone: 18, color: '#ffe7b0', pitch: 70 });
const shaft = game.beams.add(lamp, { intensity: 0.6 });
const beam = game.beams.at({ x: 0, y: 30, z: 0, dir: 0, pitch: 0.15, length: 120, cone: 0.06, intensity: 0.5 });
game.step('lighthouse', dt => { beam.dir += 0.8 * dt; });
```

## Works with

- `render-3d` — required: the shafts draw into its colour target and read its depth.
- `lighting-3d` — the spot lights a beam follows; a beam placed by hand does not need it.
- `god-rays-3d` — for sunlight broken by geometry, such as shafts through a window or between trees.

## Good to know

- A beam is a plain cone with no scattering along its length, no shadows and no fog: a beam through a grate is a
  solid cone.
- It ignores the light's own intensity and flicker, so animate `beam.intensity` to match a flickering torch.
- It dissolves only against opaque depth, so a beam behind glass or water does not fade against it.
- Light cones in `lighting-3d` are given in degrees, while every beam's cone is in radians.
- 3D only, on a WebGPU or WebGL2 backend.

---

## For AI agents: Phaser AE

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Read any page of this site as Markdown by adding `.md` to its URL (the home page is https://phaser.io/index.md), or by asking for `text/markdown`. The index for agents is https://phaser.io/llms.txt. On the site's pages, the browser's Web MCP also offers `phaser_ae_guide`, `read_page_as_markdown` and `open_phaser_ae`.
