Scene & Environment
The creator rail calls this panel Scene. In older parts of the product it may be described as Environment, but it controls the same room-wide visual state: lighting, skybox, fog, bloom, and render distance.
Enter Build Mode, then choose Scene. Use the Day and Night tabs to edit their separate values. Choosing a tab also changes the space's active day/night state, so treat that choice as a player-visible change rather than a private editor preview.
Work in a safe order
- Pick the active Day or Night state you want players to enter.
- Set basic light and skybox readability before adding atmosphere.
- Adjust fog, bloom, and render distance one at a time.
- Close the panel to save the changes, then test the player route in both states.
Light
Light values are separate for Day and Night. A light value can use the scene's current preset until you change it; Reset Light clears your light overrides for the selected state and returns to that preset behavior.
The current Scene panel shortens these labels because the Day or Night tab is already selected. The older Environment panel shows the state in each label, so this table lists both names.
| Current Scene label | Legacy Environment label | Range or choices | What it changes |
|---|---|---|---|
| Light Strength | Day Light Strength / Night Light Strength | 0–4 |
Brightness of the main directional light. |
| Light Color | Day Light Color / Night Light Color | Color picker | Tint of the main directional light. |
| Light Altitude | Day Light Altitude / Night Light Altitude | -90–90 |
How high the directional light sits relative to the horizon. |
| Light Azimuth | Day Light Azimuth / Night Light Azimuth | 0–360 |
Direction of the light around the horizon. |
| Ambient Color | Day Ambient Color / Night Ambient Color | Color picker | Tint in shadowed areas. |
| Ambient Strength | Day Ambient Strength / Night Ambient Strength | 0–4 |
Brightness of light filling shadowed areas. |
| Reflection | Day Reflection / Night Reflection | 0–1 |
Strength of environment reflections. |
| Shadows | Day Shadows / Night Shadows | default, off, on |
Whether the main directional light casts shadows. |
| Reset Light | Reset Light | Button | Clears the selected state's light overrides. |
Start with Light Strength and Ambient Strength, then adjust color. It is much easier to judge a tint once signs, paths, and important objects are already visible.
Skybox
Each state has its own skybox values.
| Control | Range or choices | What it changes |
|---|---|---|
| Skybox Image | Paste an image URL or choose upload image | Background image around the whole space. PNG is a good starting format. |
| Skybox Rotation | 0–360 |
Turns the skybox around the horizon. |
| Skybox Exposure | 0–8 |
Brightness of the skybox image. |
The skybox is a background, not a world object that players can reach. Set it before relying on its brightness to make a path readable.
Fog, bloom, and render distance
These fields are also separate for Day and Night. Their starting appearance can come from the underlying scene, so test the result rather than assuming a value of zero means the same thing in every space.
| Section | Control | Range | What it changes |
|---|---|---|---|
| Fog | Fog Far Distance | 0–500 |
How far the fog effect reaches. More distance reveals more of the world. |
| Fog | Fog Color | Color picker | Tint applied to distant objects. |
| Bloom | Bloom Intensity | 0–4 |
Overall glow strength around bright areas. |
| Bloom | Bloom Clamp | 0–4 |
Maximum brightness allowed into the bloom effect. |
| Bloom | Bloom Diffusion | 0–10 |
How widely the glow spreads. |
| Render | Render Distance | 20–400 |
Furthest range at which the world is visible and rendered. |
Example: a readable day-to-night pass
- On Day, set a clear Skybox Image, then adjust Light Strength so the first player objective is easy to see.
- Set the Day skybox's Rotation and Exposure before changing fog.
- Switch to Night and choose a darker skybox that still leaves the route understandable.
- Use a small amount of bloom only after signs and world text are readable.
- Walk the route in both states and check the landing areas of jumps, portals, and interaction points.
Scene settings versus placed lights
Scene controls set the whole-space mood. A placed Light Source or Spotlight is better for drawing attention to one doorway, object, or destination. Use both deliberately: overall readability first, then local guidance.
