While overall world lighting is globally controlled through the Lighting service, games can also include in-game light sources like lamps, torches, spotlights, TV screens, etc.
The remainder of this tutorial uses the Misty Harbor project as a showcase. To follow along, open it in Studio before proceeding.
A PointLight emits light spherically from a single point. This object is ideal for non-directional light sources like bulbs, torches, and fireballs.
Light sources like point lights need to be inserted directly into parts, meshes, or attachments. Here, a point light will be inserted into an existing model within the darkened city.
Find and select a LightPole model like the one shown below, near the central fountain.
In the Explorer window, expand the model's tree and select the LightCasing part.
Change its Material property to Neon — this will make the part appear to glow brightly, although it will not actually emit any light.
With LightCasing still selected, insert a new PointLight object.
With PointLight selected, customize its Brightness and Color values.
Further customize the light by adjusting its Range property. This value defines the radial distance of illumination from the light's position, measured in studs.
A SpotLight emits light in the shape of a cone. This object is ideal for light sources like street lamps, flashlights, and headlights.
Select the taller arched StreetLight model next to the construction across the street. Currently the light is pointed out instead of down at the street.
Expand the model's tree to reveal the SpotLight object.
With SpotLight selected, test out different values for its Face property to change which face/axis light is emitted from.
Adjust the Angle property to increase or decrease the spread of light emission. The maximum value is 180 which illuminates a full half sphere from the cone's apex.
Experiment with different Brightness and Color values, as with the point light.
A SurfaceLight emits light from the entire surface/face of a part, rather than just from a single point. This object is useful for light sources like TV or computer screens, lighted billboards, and fluorescent panels.
Find and select the lighted RobloxBillboard sign on top of the café.
Expand the model's tree to reveal the SurfaceLight object.
With SurfaceLight selected, test out different Face values to change which face/surface light is emitted from. Notice that light is emitted from the entire surface, not a point upon it.
Adjust the Angle property to increase or decrease the spread of light emission from the part's surface. An angle of 0 means that light travels directly outward from the surface while an angle of 180 means light travels outward perpendicular to the surface.
By using lighting props instead of just general world lighting, you open up the possibility of creating new genres and environments like cyberpunk cities, traditional light festivals, or moody detective scenes.