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LightSet
This page will go over the basics of Unity's lighting system as it pertains to Engage maps, as well as utilizing Tags.
Important
You can do this!
The LightSet is pretty much what it says on the tin. It controls and casts the lights that the map environment (and the characters in it) use to deal with shadows, reflections, etc.
To start, make an empty at the top of the project called LightSet. Inside of that, add an empty called MainLight. This is, essentially, the "sun" in a sense. It's the main light source for the map.
Note
At the time of writing, the project template does not support the ability to preview the way the light will work inside the unity viewer, though that may change in the future.
Go ahead and add your script components, the basic Light component and the Universal Additional Light Data. Feel free to play with the coloring and positioning, angle, etc above the map (and other settings, if you wish) especially when you get to testing via export. You may need to test multiple times to get a lighting that you like.
Note
Don't forget to adjust the culling mask to match with your dumped map example!
Once you've done that, make sure to set the Tag in the inspector to MainLight as well.
CharaLight goes under the MainLight in the hierarchy. There are two parts to it, the CharaLight itself and the CharaShadow. However, they both work basically the same as the MainLight. The important difference is that CharaLight's tag should be set to CharaLight, of course, and CharaShadow's tag should be set to CustomShadowLight.
The important difference is that CharaLight's tag should be set to CharaLight, of course, and CharaShadow's tag should be set to CustomShadowLight.
Note
You should basically be fine copying the rest of this from a dumped map on your own 1-1 by this point, but the rest of the LightSet will be covered for the sake of thoroughness.
Create a reflection probe next. Set the culling mask, as well.
And then after that, a light probe group. Tick this off the same way you ticked off IconCamera previously, if you followed the camera guide. Make sure to click Edit Light Probes to untick the Remove Ringing box. There's also a sneaky dropdown in the Light Probe Generator script component after you add a Light Probe Volume. Don't miss it!
Lastly, add your SubLights and StatusCharaLight empties. You can handle this on your own, there's nothing new in those components. Make sure to set StatusCharaLight to its matching tag, and its layer to Talk_Model_Left. StatusCharaLight influences the mini-textbox and infoanim models when you hover over a unit.
At the end of it, your hierarchy should vaguely resemble this:
If everything is sorted, you're done with LightSet. Go to the final basic part, PostProcess.
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Getting Started
Modding guides
- Game data
- Models and Unity
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- Audio
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Maps
- Dumping Vanilla Maps
- Playable Area
- MapSetting
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Terrain
- Terrainpaint
- Props
- CameraSet
- Exporting
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LightSet
- Lightmaps & Environmental Lighting
- PostProcessSet
- Post-Battle Exploration
- HubRoot
- HubCollision
Documentation