lighting-environment

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

1|Updated Apr 4, 2026
One-click install
npx skills add https://github.com/stom66/dcl-bowling --skill lighting-environment-stom66
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: lighting-environment
Source: https://github.com/stom66/dcl-bowling/tree/main/agent/skills/lighting-environment
Command: npx skills add https://github.com/stom66/dcl-bowling --skill lighting-environment-stom66

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Adding real dynamic lighting to a Decentraland scene is confusing: GLB lamp models do not emit light, shadow settings behave differently per light type, and skybox time can be set in multiple places with unclear precedence. This Skill provides verified patterns for LightSource components, shadows, day-night cycles, and emissive materials so scenes illuminate correctly the first time. ## Core Features & Use Cases - Point and Spot Lights: Create LightSource components with correct intensity (candela), range, color, and spot inner/outer angles, including runtime toggling and mutation. - Shadows and Gobos: Enable spot-light shadows and project shadow mask textures, with guidance on the 3-shadow-caster limit and distance-based quality. - Skybox and Environment Control: Set fixed time of day via scene.json or the SkyboxTime component on the root entity, build day-night cycle systems, and read realm/world time. - Use Case: A creator building a nighttime concert venue combines emissive stage materials with spot lights and shadow masks, sets a permanent dusk skybox, and uses Creator Hub Smart Items for placeable light fixtures. ## Quick Start Add a warm point light with shadows at the center of my Decentraland scene and set the skybox to dusk.

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 is available, prefer placing the Spotlight or Point Light Smart Items from the lights category instead.

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

Light-looking geometry in a GLB model is purely visual and never illuminates surroundings. Attach a LightSource component to the same entity or a child entity at the fixture position to get real dynamic lighting, optionally combined with an emissive material for glow.

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

Set skyboxConfig.fixedTime in scene.json (seconds since midnight, e.g. 43200 for noon) or add a SkyboxTime component to engine.RootEntity at runtime. The component overrides the JSON value, and deleting it reverts to the scene or world configuration.

Does Decentraland support shadows on point lights?▼

No, shadows are only rendered for spot lights; setting shadow on a point light has no effect. At most three shadow-casting lights render simultaneously, 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 only about 4 to 10 at once depending on player quality settings, choosing the closest ones. Lights stop rendering entirely when the player is more than 160 meters away or outside the scene.

Do Decentraland dynamic lights work on mobile?▼

LightSource support on the Godot mobile explorer ships 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.