Building worlds

Lights and rendering

Lights, shadows, volumetric fog and the look of your level.

Lights

Add a light from Create → Lights or from Place Actors.

LightUse it for
DirectionalThe sun: far away, only its rotation matters
PointA bulb that shines in every direction
SpotA cone, with an inner and an outer angle

Each one has a color, an intensity, a range and Cast Shadows.

Light Tuning

The Light Tuning block in Details has the finer controls:

  • Temperature: the color from kelvin: 1800 K is a candle, 3000 K a bulb, 5500 K the noon sun.
  • Soft Shadows: how big the light is. Shadows blur the farther they are from what casts them.
  • Volumetric: the light shines through the level’s fog.
  • Advanced: shadow bias and, for the sun, shadow distance and cascades.

Volumetric light

Volumetric fog gives you light shafts, from a sun through a window or from a lamp in a dark room.

A spot light shining through volumetric fog

  1. Open World Settings and turn on Volumetric Fog. Fog Density of 0.02 is a light haze.
  2. Select a light and turn on Volumetric in Light Tuning. The sun has it on by default, and the rest don’t, because each light adds cost.
  3. For a low mist, turn on height fog: the fog stays below the height you choose.

A light needs Cast Shadows for objects to block its shafts. Volumetric fog needs a desktop build: it doesn’t run in the browser.

World Settings

World Settings is the tab next to Details, with a button in the top bar. Click the level in the Outliner to open it too. It controls everything that belongs to the whole level.

World Settings next to Details

SectionWhat’s in it
Level LogicThe Level Logic Graph and the level’s variables
Game CameraWhich camera the game looks through
SkyThe sky of the level, or a new one
SceneThe level’s name, the 2D Game switch and what’s in the level
EnvironmentBackground and ambient light
FogDistance fog, with a glow around the sun
Post ProcessExposure, bloom, tone curve, vignette, chromatic aberration and color grading
NavigationThe walkable area for Nav Agents
RenderingAnti-aliasing, ambient occlusion, contact shadows, shadows, volumetric fog, depth of field and motion blur

In the browser

Web builds use WebGL2, so ambient occlusion, volumetric fog, contact shadows and depth of field are turned off there. Your level still opens: those effects are skipped.