lighting-environment

Configure dynamic lights, shadows, skybox time, and emissive materials in Decentraland scenes.

Updated Sep 11, 2026
One-click install
npx skills add https://github.com/ansonj-dev/neon-reverse --skill lighting-environment-ansonj-dev
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: lighting-environment
Source: https://github.com/ansonj-dev/neon-reverse/tree/main/agent/skills/lighting-environment
Command: npx skills add https://github.com/ansonj-dev/neon-reverse --skill lighting-environment-ansonj-dev

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Adding real dynamic lighting to a Decentraland scene is confusing: GLB lamp models look like lights but emit nothing, shadow settings silently fail on point lights, and skybox time can be set in three different places with unclear precedence. This Skill provides verified guidance for implementing LightSource components, shadows, day-night cycles, and emissive glow materials correctly the first time. ## Core Features & Use Cases - Dynamic Lights: Create and configure point and spot lights with the LightSource component, including color, intensity in candela, range falloff, and runtime toggling, plus guidance on when to use Creator Hub Smart Items instead of manual entity creation. - Shadows and Gobos: Enable spot light shadows, apply shadow mask textures for projected patterns, and respect the 3-shadow-caster and distance-based quality limits. - Skybox and Environment: Control time of day via scene.json, worldConfiguration, or the SkyboxTime component on the root entity, build day-night cycle systems, and read realm info with getRealm. - Use Case: You are building a neon nighttime maze scene. Use this Skill to place colored point lights with explicit ranges, add a shadow-casting spotlight for dramatic effect, fix the skybox to dusk via worldConfiguration, and apply emissive materials to glowing signage. ## Quick Start Ask the assistant to add a warm orange point light with shadows and a fixed dusk skybox to your Decentraland scene.

Frequently Asked Questions about lighting-environment

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I add a light to a Decentraland scene?

Create an entity with a Transform and attach a LightSource component set to Point or Spot type, with color, intensity in candela, and optional range. If the Creator Hub MCP tools are available, search the catalog first and place a ready-made Spotlight or Point Light Smart Item instead.

Why doesn't my GLB lamp model emit light in Decentraland?

Light-looking geometry inside a GLB model is purely visual and never casts dynamic light. Attach a LightSource component to the same entity or a child entity positioned at the fixture to get real illumination, optionally combined with an emissive material for the glow.

How do I change the time of day in a Decentraland scene?

Set skyboxConfig.fixedTime in scene.json or worldConfiguration using seconds since midnight, or add a SkyboxTime component to engine.RootEntity at runtime. The runtime component overrides JSON values, and deleting it reverts to the configured or global time.

Does LightSource work on Decentraland mobile?

Scene dynamic lights via LightSource ship in the Godot mobile explorer in version 1.13.0 (September 2026); earlier mobile versions ignore the component. Desktop Unity and Bevy explorers fully support point lights, spot lights, and shadows.

Why are my point light shadows not working?

Shadows are only rendered for spot lights, so setting shadow on a point light has no effect. Additionally, at most three shadow-casting lights render at once, and shadow quality degrades with distance, disappearing beyond roughly 20 meters.

How many lights can a Decentraland scene have?

A scene can create many lights, but the renderer shows roughly 4 to 10 at once depending on player quality settings, choosing the closest ones. Spread lights out and set explicit range values to limit influence and save performance.