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Section 6. Graphics How-to Pending 1

Lights

Lights illuminate the scene. A new scene has one Light entity with a LIGHT component attached. This page explains how to choose a light type and change brightness, color, direction, and shadows.

Field names and defaults were read from a new scene in the oasisw.ai editor (version shown as OasisW 7e2aa65) on 2026-10-29.

Before you start

  • In a new scene, Light has Position 0, 0, 0 and Rotation 45, 30, 0.
  • To create a new light, click HIERARCHY + → Light → Directional Light, Omni Light, or Spot Light. The new entity is created as a child of the currently selected entity. To put it directly under the scene, select Root first.

Light types

Choose in Type. The default is Directional.

TypeHow it lightsValues that matter
DirectionalLights the whole scene evenly from one direction, like the sunRotation only. Position has no effect on the light
SpotLights a cone from a single point, like a flashlightPosition, Rotation, Range (8), Inner Cone Angle (40), Outer Cone Angle (45)
OmniLights in all directions from a single point, like a light bulbPosition, Range (8)

Spot and Omni also have Falloff Mode (Linear, Inverse Squared: how the light dims with distance) and a Cookie field that shapes the light with an image (Texture for Spot, Cubemap for Omni). A newly created Omni Light had Cast Shadows off (checked on 2026-10-29).

Do it in the editor

Change brightness and color

  1. Select Light in HIERARCHY.
  2. Change Intensity (default 1) in the LIGHT fields. Higher numbers are brighter.
  3. Click the Color swatch (default white) and choose a color.

Change the light direction

For Directional, the entity's Rotation is the light direction. Rotate it with the rotate gizmo (2) in the viewport or enter numbers in the Rotation field. Shadow direction and surface brightness change with it.

Launch screens of the same box lit with Rotation 45, 30, 0 (left) and 15, 30, 0 (right). On the right, the floor is brighter and the front of the box is darker
Left: Rotation 45, 30, 0 (default); right: 15, 30, 0. The angle of the incoming light changed, so the brightness of the floor and box faces and the shadow position differ (2026-10-29 Launch)

Shadows

FieldDefaultMeaning
Cast ShadowsOnWhether this light casts shadows
Shadow Update ModeRealtimeRedraws shadows every frame. Once draws them only once
Resolution1024 x 1024Resolution of the shadow map (16 x 16 to 4096 x 4096). Higher is sharper and heavier
Cascades / Distance1 / 16Number of distance splits for Directional shadows, and the distance up to which shadows are drawn
Shadow Intensity1Shadow darkness
Shadow TypeShadow Map PCF 3x3How shadow edges are processed. PCSS (Soft Shadows) gives soft shadows
Shadow Bias / Normal Offset Bias0.05 / 0.05Adjust when striped shadows appear on surfaces

For shadows to appear, Receive Shadows must be on in RENDER on the receiving entity, and Cast Shadows must be on for the casting entity (Render component).

Other fields

FieldDefaultMeaning
Static, Bake Lightmap, Bake Direction, Bake Samples, Bake AreaOff, Off, On, 1, 0Fields used for lightmap baking (Bake lighting)
Affect Lightmapped / Affect Dynamic / Affect SpecularityOff / On / OnWhether the light affects baked objects, moving objects, and specular highlights
LayersWorldLayers this light illuminates

Let the AI do it

If you know the exact values, doing it by hand is faster. Let the AI do it when you want to change several values together, such as "a sunset mood." Include the name of the light to change and what to leave as is.

Change the Light entity to an orange sunset glow, and lower its angle so shadows fall long.
Don't create or delete any lights. Don't touch anything other than what I asked for.

In tests on the contest editor, there was a case where the AI replaced the lighting without being asked (Check what the AI changed). When it finishes, check that no lights were added to or removed from HIERARCHY. Pending Test Let the AI do it — same prompt, 3 runs

Check the result

The light changes immediately in the viewport too, but check how it looks from the game camera with ▶ Launch. The editor viewport uses the editor camera settings (the EDITOR group), so color processing may differ from the game.

Next steps

Source graphics/lights.html