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- Unity lights are outside the scope of BallisticNG documentation (apart from "light sponges"), so they will only be briefly covered here for completeness.
- Whilst light values are calculated & saved using the custom "Vertex Lightmapper" tool, adding light objects is done the traditional Unity way.
- There is no difference between soft and hard shadows when baking lighting, you will get the same result.
- If you are reading this because you have a black skydome or black scenery, see Track Wizard
Adding light objects[edit | edit source]
"GameObject > Light"
Environment lighting[edit | edit source]
Open this window via "Window > Lighting > Settings"
Light Sponges[edit | edit source]
BallisticNG features a tool which lets you remove ambient and directional light. This can be used to darken areas such as tunnels and is called the light sponge.
This is basically a point in the world, that absorbs light around it.
Next up: Unity Tools Scripts