# range

> The range of each point of the light. Since area lights have a light emitting surface instead of a single point, the cumulative range of the light is larger than this property. This larger range can be read from the Light.dilatedRange property. For non-area lights, Light.range and Light.dilatedRange return the same value.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public float range { get; set; }
```

### Remarks

Additional Resources: [Light component](/engine/6000.0/manual/lighting-overview/lighting-birp/class-light.md).

### Examples

```csharp
using UnityEngine;

public class Example : MonoBehaviour
{
    // Pulse light's range between original range
    // and half of the original one

    float duration  = 3.0f;
    float originalRange;

    Light lt;

    void Start()
    {
        lt = GetComponent<Light>();
        originalRange = lt.range;
    }

    void Update()
    {
        var amplitude = Mathf.PingPong(Time.time, duration);

        // Transform from 0..duration to 0.5..1 range.
        amplitude = amplitude / duration * 0.5f + 0.5f;

        // Set light range.
        lt.range = originalRange * amplitude;
    }
}
```
