LightingSettings
Vaelis 1.0.0 LightingSettings component reference: fields, script API, behavior and examples.
#What it does
Scene-wide lighting quality and mood controls. Attach to one entity; the lighting system reads it scene-wide.
#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
| Field | Type | Purpose | Default |
|---|---|---|---|
shadowMode | enum | quad | raymarch. | quad |
raymarchSteps | number | 1-200 raymarch steps; only used in raymarch mode. | 24 |
ambientDarkness | number | 0-1 darkness in unlit areas. | 0.65 |
glowStrength | number | Visible light glow strength. | 1 |
#Tuning behavior
These are the practical direction-of-change rules for the most important controls on this component.
| Setting | What changing it does |
|---|---|
ambientDarkness | 0 leaves the unlit world bright; increasing toward 1 makes unlit areas darker. |
glowStrength | Higher makes open-air light glow more strongly; 0 removes visible glow. |
raymarchSteps | Higher improves raymarch shadow sampling but costs more GPU work; lower is cheaper but less detailed. |
#Script API
| Member | Kind | Description |
|---|---|---|
shadowMode | Property | quad | raymarch. |
raymarchSteps | Property | Raymarch sample count 1-200. |
ambientDarkness | Property | 0 = no darkening; 1 = darkest unlit areas. |
glowStrength | Property | Visible light glow strength. |
#Examples
scene.lighting.shadowMode = "raymarch";scene.lighting.raymarchSteps = 48;