---
title: "3D Point and Spot Lights: API"
package: "@phaser-ae/lighting-3d"
tier: Free
version: 3.0.0-3
released: 2026-10-14
updated: 2026-10-20
description: "Point and spot lights for 3D scenes as ordinary game objects, which live in scenes, follow things, flicker and are killed like anything else."
url: https://phaser.io/packs/lighting-3d/api
site: Phaser - https://phaser.io
---

# 3D Point and Spot Lights: API

`@phaser-ae/lighting-3d` — Point and spot lights as roster objects — they live in scenes, follow things, flicker and are killed like anything else.

## The pack

### `lighting3d`

```ts
function lighting3d(opts: Lighting3dOptions = {}): Pack<{ lights: Lighting3dApi }>
```

The `lighting-3d` pack: point and spot lights as roster objects, packed into the buffer `render-3d`
binds. Requires a 3D world; without `render-3d` the lights exist and simply light nothing.

## Types

### `Light3dData`

```ts
interface Light3dData
```

The `light3d` sub-object on a light's handle. Every field is live.

- `radius: number` — How far the light reaches, world units. Beyond it, nothing.
- `color: string` — Colour, css — the kernel packs and unpacks the column.
- `intensity: number` — Brightness.
- `cone: number` — Spot outer cone half-angle in radians; 0 or less makes it a point light.
- `innerCone: number` — Full-brightness inner cone half-angle in radians; -1 derives legacy falloff.
- `dir: number` — Spot direction yaw, radians.
- `pitch: number` — Spot direction pitch, radians; positive points down.
- `on: number` — 1 on, 0 off.
- `flicker: number` — Flicker depth, 0..1 — a torch, a faulty lamp.
- `flickerSpeed: number` — Flicker speed.

### `Light3dHandle`

```ts
type Light3dHandle = Handle & { light3d: Light3dData }
```

A light is a roster object with a `light3d` sub-object.

### `Light3dSpec`

```ts
interface Light3dSpec
```

What `lights.add` takes.

- `x?: number` — World x.
- `y?: number` — World y.
- `z?: number` — World z.
- `radius?: number` — Reach, world units. Default 12.
- `color?: string` — Colour, css. Default warm white.
- `intensity?: number` — Brightness. Default 1.
- `cone?: number` — Make it a spot with this outer cone half-angle, degrees. Default none.
- `innerCone?: number` — Full-brightness inner cone half-angle, degrees. Omit to preserve legacy falloff.
- `dir?: number` — Spot yaw, degrees. Default 0.
- `pitch?: number` — Spot pitch, degrees; positive points down. Default 90 (straight down).
- `flicker?: number` — Flicker depth 0..1. Default 0.
- `flickerSpeed?: number` — Flicker speed. Default 8.
- `follow?: Handle` — Follow this object.
- `id?: string` — Object id.
- `layer?: LayerName` — Layer.
- `tags?: string[]` — Tags.

### `Lighting3dApi`

```ts
interface Lighting3dApi
```

`game.lights`.

- `add(spec?: Light3dSpec): Light3dHandle` — Add a light.
- `readonly all: ReadonlyArray<Light3dHandle>` — Every live light.
- `readonly active: number` — How many were sent to the renderer last frame.
- `max: number` — The cap; lights past it (the furthest from the camera) are dropped. Default 64, ceiling 256. It is a real cost, not a formality. Under 24 lights `render-3d` shades a FLAT LIST, so every lit fragment loops over every light sent; from 24 on (its default `clustered: 'auto'`) it bins them into a froxel grid, and a fragment loops only the lights in its own cell. On WebGL2 the nearest eight are shaded, as a flat list. Raise it for a light show and watch the frame time.

### `Lighting3dOptions`

```ts
interface Lighting3dOptions
```

Manifest options.

- `max?: number` — Most lights sent to the renderer at once; the nearest win. Default 64, ceiling 256. What they cost depends on how `render-3d` shades them: see `Lighting3dApi.max`.

---

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