> For the complete documentation index, see [llms.txt](https://studio-docs.sandbox.game/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://studio-docs.sandbox.game/the-editor/how-to-set-up-a-light.md).

# How to set up a light

Use **one directional light** for the sun or moon (rotate it; turn **Cast Shadow** on). Use **point lights** as local fill: colour, intensity, Distance, Decay. Leave **Cast Shadow** **off** on those fills. Ambient (or hemisphere) lifts the whole scene without a shadow map.

A kitbashed level often needs many point lights. That is fine. Each extra light with **Cast Shadow** on adds another shadow pass. Keep maps on the directional light. See [How to use shadow](/the-editor/how-to-use-shadow.md).

Aim a directional light by **rotating** it. Moving it around the map does not change the sun direction. Pair it with Scene Environment: [How to Set Up a Skybox](/the-editor/how-to-set-up-a-skybox.md).

{% embed url="<https://youtu.be/DnU5XmJBWTg?si=BULwXuh0WjhyDePS>" %}

{% hint style="info" %}
*NOTE: Point lights illuminate a local area, ambient light affects the whole scene, and directional lights provide a consistent direction suitable for sunlight or moonlight.*
{% endhint %}

If the Outliner shows a parent row named Point Light with a child, select the child that has **Distance**, **Decay**, and **Intensity**. That child is `ENGINE.PointLightNode`.

{% stepper %}
{% step %}

## Add or select the directional light

A new scene already has a Directional Light. To add another, use the Lights tools on the left toolbar.

Rotate it to aim. Set colour and intensity. Turn **Cast Shadow** **on** for this light only (the main silhouette).

Do not add a second directional light to “fill” the dark side. Use ambient or point lights instead. Only one directional light can drive CSM. Details: [How to use shadow](/the-editor/how-to-use-shadow.md).
{% endstep %}

{% step %}

## Add a Point Light for fill

Open the primitives or Lights panel on the left and select Point Light. A new point light appears in the scene.
{% endstep %}

{% step %}

## Move the point light into position

Select the light and use the X, Y, and Z transform controls to place it near the area you want to illuminate. Watch how nearby objects react as the light moves.
{% endstep %}

{% step %}

## Configure the point light

With the Point Light Node selected, use the Inspector.

**Colour** — warm for lamps and fire; cooler for night or tech.

**Intensity** — brightness of this local pool.

**Distance** — how far the light reaches.

**Decay** — how quickly it falls off with range.
{% endstep %}

{% step %}

## Leave Cast Shadow off on fill lights

Keep **Cast Shadow** **off** on point (and spot) fills. The directional light already draws the world silhouette.

Turn **Cast Shadow** on a point light only when you need a local silhouette (a hard lamp shadow on a nearby wall). That costs extra every frame.

Meshes still need their own **Cast Shadow** and **Receive Shadow** for any light that casts. Kit meshes default both **off** after a drag. See [How to use mesh models and ModelMesh nodes](/the-editor/how-to-use-mesh-models-and-modelmesh.md).
{% endstep %}

{% step %}

## Add Ambient Light if the unlit side is too black

Select Ambient Light from the left panel.

**Ambient colour** tints the whole scene. **Ambient intensity** lifts dark areas. Too much flattens contrast.

Hemisphere Light is another fill with no shadows: a sky colour and a ground colour. Leave its position alone.
{% endstep %}

{% step %}

## Place more fills as needed

Duplicate the point-light setup (or add more from the Lights panel) for other local pools. Tune one light at a time. Temporarily disable a light to see what it contributes.

{% hint style="info" %}
*TIP: Avoid raising every light equally. A clear main source, readable fill, and limited local highlights create more depth than uniform brightness.*
{% endhint %}
{% endstep %}

{% step %}

## Test from the gameplay camera

Enter Play mode. Check direction, colour, intensity, Distance, Decay, and that only the sun/moon light is casting the big shadows.
{% endstep %}
{% endstepper %}

## Common mistakes

| What went wrong                                       | What to do                                                                                                                                            |
| ----------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------- |
| Frame rate drops after adding lamps                   | **Cast Shadow** off on point lights. Keep maps on one directional.                                                                                    |
| Two suns, two shadow directions                       | One directional with **Cast Shadow**. Fills are point or ambient.                                                                                     |
| Moved the directional light and nothing changed       | Rotate it.                                                                                                                                            |
| Point light in the Outliner but Inspector looks empty | Select the **Point Light Node** child.                                                                                                                |
| Kit still unlit under a lamp                          | **Receive Shadow** / **Cast Shadow** on meshes, and Env Map / directional intensity. [How to Set Up a Skybox](/the-editor/how-to-set-up-a-skybox.md). |

{% hint style="info" %}
*TIP: The left panel also has Spot, Hemisphere, and Rect Area lights. Spot is a cone (shadows optional, same cost rule). Rect area is a glowing rectangle with no shadows.*
{% endhint %}

## What You've Done

You have one shadowed directional light, local point fills without extra maps, and optional ambient. Next: [How to use shadow](/the-editor/how-to-use-shadow.md) if silhouettes are missing or too soft, or [How to Set Up a Skybox](/the-editor/how-to-set-up-a-skybox.md) if the backdrop and IBL still fight the sun.


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