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Components · v1.0.0

LightingSettings

Vaelis 1.0.0 LightingSettings component reference: fields, script API, behavior and examples.

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ScopeThis page documents the LightingSettings component in Vaelis 1.0.0. Runtime fields are serialized scene data; the Script API section lists only members intentionally exposed to game scripts.
Where to find it in the editorInspector → Add Component → Lighting Settings. This is scene-wide; one entity carrying the component supplies quality/mood values to the LightingSystem.

#What it does

Scene-wide lighting quality and mood controls. Attach to one entity; the lighting system reads it scene-wide.

Component setup & editor toolsLightingSettings configures scene/entity lighting quality and ambient/shadow parameters used by the lighting system.

#How to add and use LightingSettings

Editor path: Select the target entity in the Hierarchy (left side) → look at the Inspector (right side) → click Add Component at the bottom of the Inspector → search for LightingSettings → click the component row. The Add Component picker is a centered modal with a search box; it only lists components not already attached.

For components with a dedicated editor tool, the tool is opened or activated from the location described below. Do not assume that adding the component alone activates its editor; some systems require a separate window, panel, or viewport tool.

#Component setup & editor tools

  • Select entity → Inspector → Add Component → Lighting Settings. Adjust quality/ambient/shadow parameters and verify changes with an active Light/ShadowCaster setup.

#What you should see after adding it

The component appears as its own section in the Inspector. Its serialized settings are listed in the Component data table below. If a field is conditional, it appears only when the relevant mode/type is selected. If a field is a runtime state field (for example grounded or resolved velocity), treat it as read-only diagnostic state unless the API reference explicitly documents it as writable.

#How to read the settings

For every setting below, the documentation distinguishes type, default, meaning, and tuning direction where behavior is known. When a value represents a direction, use the engine's coordinate convention documented in Coordinate system; do not substitute Unity/Godot conventions.

#Component data

FieldTypePurposeDefault
shadowModeenumquad | raymarch.quad
raymarchStepsnumber1-200 raymarch steps; only used in raymarch mode.24
ambientDarknessnumber0-1 darkness in unlit areas.0.65
glowStrengthnumberVisible light glow strength.1

#Tuning behavior

These are the practical direction-of-change rules for the most important controls on this component.

SettingWhat changing it does
ambientDarkness0 leaves the unlit world bright; increasing toward 1 makes unlit areas darker.
glowStrengthHigher makes open-air light glow more strongly; 0 removes visible glow.
raymarchStepsHigher improves raymarch shadow sampling but costs more GPU work; lower is cheaper but less detailed.

#Script API

MemberKindDescription
shadowModePropertyquad | raymarch.
raymarchStepsPropertyRaymarch sample count 1-200.
ambientDarknessProperty0 = no darkening; 1 = darkest unlit areas.
glowStrengthPropertyVisible light glow strength.

#Examples

js
scene.lighting.shadowMode = "raymarch";
js
scene.lighting.raymarchSteps = 48;
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