Once imported 2DDL Pro package, you can find under the Menu: GameObject> Dynamic 2D Light [2DDL]
About 2DLight Object Inspector
When an object “2DLight” is selected, the inspector shows up as the following image and its configurable fields will be explained below:
Are the sections that form the final mesh. He works on a tight angle between 4 and 20 divisions.
Corresponds to the radius which covers the mesh, expressed in units.
Is the angular aperture which determines the shape of the mesh of light. Default is set to 360 which is equivalent to a radial light. It can range from 1-359 to acquire a desired angular light effect (spot).
Field that only admit type materials objects, responsible of set Light style.
Is Solid Color:
boolean that determines whether the style of light will contain a material with solid color. It should be used only when materials has VertexColor shaders, or shaders textures (cookie).
Color field that modifies the color of the assigned material. Its result only affects if “isSolidColor = true”.
It is a field of type LayerMask uses 2DDL Pro to know which objects should interact with.
When is “true”, enables the subscription to the event “OnReachedDelegate” that returns results in a array of objects reached by 2DLight.
This is required when are dealing with visibility approach. See more in example 3. Visibility.
Use Intellider Convex:
If true, forces the mesh generation with only 2 vertices. It can be taken as a performance optimization operations.
Its value determines whether a scene will be static, which does not allow you to add or remove Casters once started; or dynamic, which allows the addition at any time. We recommend setting this value to True for performance matters.
Calculates normal before the end of frame.
Call to Rebuild () function that forces collecting colliders and reconstruction of the mesh 2dLight.
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