# Entity lights Sandbox Splash can attach named point lights and spotlights to any entity: ```javascript let car = game.car({pos: vec3(0, 1, 0)}) game.headlights(car, true) game.light(car, { name: "headlight_left" kind: "spot" pos: vec3(-0.7, 0.1, -2.1) dir: vec3(0, -0.08, -1) color: #fff0d1 intensity: 4 range: 30 inner_angle: 12 outer_angle: 25 shadows: true }) game.headlights(car, false) game.light_remove(car, "headlight_left") ``` `game.light(owner, options)` upserts one name, preserving omitted settings. The default name is `light`; default kind is `point`. It returns false and logs invalid data, without replacing the previous fixture. `game.light_remove` returns whether it removed one. `game.headlights` installs/toggles `headlight_left` and `headlight_right` without resetting custom tuning. Both `game.car` and `game.racecar` install enabled headlights by default; `headlights: false` creates them disabled. Position is body-local and follows entity scale. Direction follows the visible entity rotation (including rigid-body pitch/roll), not scale. Forward is -Z. Range is world units and does not scale. Cone angles are half-angles in degrees; require `0 <= inner <= outer` and `0.5 <= outer <= 85`. Color is linear RGB in 0..1; intensity is a nonnegative artistic multiplier, not lumens/candelas. Intensity is limited to 10000 and range to 0.05..10000. Names are 1..64 bytes; there are at most 16 authored lights per entity. Shadow casters include the owner: position the emitter outside its solid mesh. This is surface lighting and occlusion, not a volumetric beam/fog effect. Lights live in `Entity::lights`, clone and disappear with their owner, and are transformed every frame. Hidden physics bodies may own visible fixtures. There is no geometry rebuild or light bake on a light edit. Authored values replicate reliably in protocol version 7; movement uses the existing entity pose stream. Every peer must run the same protocol version. This does not add new rigid-body orientation fields to the network protocol. Named model/bone sockets are not part of this API. Use body-local offsets; imported model emitters are a separate modeling API. ## Local shadows In clustered mode, `shadows: true` requests realtime occlusion. Shadows are off by default for generic lights and on for the headlight helper. The renderer draws a depth atlas before the forward pass, including static models, primitives, terrain/voxels, moving models/parts and skinned casters. Transparent light transmission and alpha-cutout shadow silhouettes are not implemented; dynamic primitive casters retain the existing box approximation. ```rust renderer.set_local_shadow_config(makepad_render::LocalShadowConfig { max_faces: 2, resolution: 256, }); ``` Default budget: eight 512px faces. Limits: 0..16 faces, 128..1024px per face (rounded up to a power of two). A spotlight uses one face; a point uses six. The allocator prioritizes active lights by brightness/range/distance to the camera. Allocation is all-or-nothing per light; an excluded shadow request is omitted, not changed into a wall-leaking unshadowed light. This can cause popping at the budget boundary. `RenderStats::clustered.shadows` reports selected lights, faces, omitted requests, caster draws and CPU encoding time, not GPU duration. Use a small spotlight budget on constrained devices; no Quest GPU performance claim is implied by these defaults. Sun CSM remains independent. The legacy `MAKEPAD_CLUSTERED=off` path does not support these local shadow/cone semantics. ## Verification fixture After a release sandbox build, launch from the checkout root: ```sh SANDBOX_WORLD=clustered MAKEPAD_CLUSTER_DEMO_HEADLIGHTS=1 \ ./apps/sandbox/target/release/makepad-sandbox --remote ``` A moving body carries two lights toward a freestanding blocker and a rear wall. `MAKEPAD_CLUSTER_DEMO_FREEZE=1` pins the body for comparison; `MAKEPAD_HEADLIGHT_UNSHADOWED=1` removes the two shadow requests for an A/B run. `MAKEPAD_HEADLIGHT_POINT=1` adds a blue, six-face point light. `MAKEPAD_HEADLIGHT_SHADOW_FACES=N` overrides the atlas budget in this fixture. Finish owned test instances through their printed `/gq` endpoint.