# Spot Light Spot light starts from a point, follows a direction and creates a light of a cone shape. We use [SpotLightBundle](https://docs.rs/bevy/latest/bevy/pbr/struct.SpotLightBundle.html) to create a spot light. ```rust commands.spawn(SpotLightBundle { transform: Transform::from_xyz(0., 2., 0.).looking_at(Vec3::new(0., -1., 0.), Vec3::Z), ..default() }); ``` In [transform](https://docs.rs/bevy/latest/bevy/pbr/struct.SpotLightBundle.html#structfield.transform) of [SpotLightBundle](https://docs.rs/bevy/latest/bevy/pbr/struct.SpotLightBundle.html), we use [from_xyz](https://docs.rs/bevy/latest/bevy/transform/components/struct.Transform.html#method.from_xyz) and [looking_at](https://docs.rs/bevy/latest/bevy/transform/components/struct.Transform.html#method.looking_at) to set the start position and direction of the light respectively. In the example, the light starts from the position `(0, 2, 0)` and faces to the direction `(0, -1, 0)`. We place a [Plane](https://docs.rs/bevy/latest/bevy/prelude/shape/struct.Plane.html) to indicate the x-z plane and put a [Cube](https://docs.rs/bevy/latest/bevy/prelude/shape/struct.Cube.html) on it. We set our camera position to `(2, 2, 3)` and make it looking at the origin. The full code is as follows: ```rust use bevy::{ app::{App, Startup}, asset::Assets, core_pipeline::core_3d::Camera3dBundle, ecs::system::{Commands, ResMut}, math::Vec3, pbr::{PbrBundle, SpotLightBundle, StandardMaterial}, render::mesh::{ shape::{Cube, Plane}, Mesh, }, transform::components::Transform, utils::default, DefaultPlugins, }; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Startup, setup) .run(); } fn setup( mut commands: Commands, mut meshes: ResMut>, mut materials: ResMut>, ) { commands.spawn(Camera3dBundle { transform: Transform::from_xyz(2., 2., 3.).looking_at(Vec3::ZERO, Vec3::Y), ..default() }); commands.spawn(PbrBundle { mesh: meshes.add(Cube::new(1.).into()).into(), transform: Transform::from_xyz(0., 0.5, 0.), material: materials.add(StandardMaterial::default()).into(), ..default() }); commands.spawn(PbrBundle { mesh: meshes.add(Plane::from_size(5.).into()).into(), material: materials.add(StandardMaterial::default()).into(), ..default() }); commands.spawn(SpotLightBundle { transform: Transform::from_xyz(0., 2., 0.).looking_at(Vec3::new(0., -1., 0.), Vec3::Z), ..default() }); } ``` Result: ![Spot Light](./pic/spot_light.png) :arrow_right: Next: [Light Colors](./light_colors.md) :blue_book: Back: [Table of contents](./../README.md)