This guide walks through the editor workflow for:
GlobalLight2DPointLight2DSpriteLight2DLightOccluder2D
Where to Find 2D Lighting in the Editor
Select the scene root in the Hierarchy to find the scene-wide controls in the Inspector:
Backdrop > 2D LightingBackdrop > Ambient ColorBackdrop > Ambient Intensity
To create 2D lighting objects, use either:
GameObject > Light- right-click in the Hierarchy and open
Light
To add 2D lighting to an existing object, select that object and use:
Component > Lighting
The 2D lighting entries are:
Global Light 2DPoint Light 2DSprite LightLight Occluder 2D
When you create or add one of these 2D lighting components, Lenga enables
2D Lighting for the scene automatically. You can still turn it off at the
scene level whenever you want to compare against an unlit view.
Step-by-Step Scene Setup
- Select the scene root in the Hierarchy.
- In the Inspector, turn on
Backdrop > 2D Lighting. - Set
Ambient ColorandAmbient Intensityfor the base light of the scene. - Open
GameObject > Lightand add aGlobal Light 2Dif you want a broad wash over the whole level. - Add one or more
Point Light 2Dobjects where you want circular local light. - Add
Sprite Lightwhen the light should use a shaped mask instead of a simple circle. - Add
Light Occluder 2Dto platforms, walls, and props that should block point lights and cast projected shadow areas. - Tune the light settings in the Inspector, then check both Scene and Game view.
Choosing the Right 2D Light
GlobalLight2D
Use this for the broad scene wash.
It works well for:
- dusk and night tint
- a darker base before placing local lights
- one control for overall scene brightness
PointLight2D
Use this for circular local light.
It works well for:
- lanterns
- torches
- pickups
- glow accents around interactive objects
SpriteLight2D
Use this when the light shape should come from a texture mask.
It works well for:
- stylized light cones
- magical glows
- shaped highlights
- authored 2D lighting effects
LightOccluder2D
Use this to define the shape that blocks 2D light and creates shadowed areas.
When a nearby PointLight2D has Shadows enabled, Lenga projects shadow
geometry from the occluder's far-facing edges so large floors, walls, and
backdrops can receive visible cast shadows.
It works especially well on:
- platforms
- walls
- crates
- blocking props
Source chooses where the caster shape comes from:
Box Colliderfollows the object'sBoxCollider2Drectangle.Rendererfollows the attached filled 2D renderer shape, such as a rectangle, sprite quad, circle, ellipse, triangle, polygon, or rounded rectangle.Customuses the occluder's own shape controls for rectangles, circles, ellipses, triangles, diamonds, and regular polygons.
When Box Collider is selected, the collider owns the caster size and offset.
When Renderer is selected, the renderer owns the caster outline and the
occluder Offset can still nudge the shape locally.
Controlling Which Layers Lights Affect
Every 2D light has Affected Layers. Renderers on excluded GameObject layers
skip that light contribution, which is useful for keeping UI, background walls,
or other ambient-only scenery evenly lit while nearby point lights continue to
affect gameplay objects.
Use this when you want, for example, a local PointLight2D to light the player,
collectibles, and platforms, but not tint north, south, east, and west walls
based on each wall's distance from the light.
Controlling What Casts and Receives Shadows
Point lights project shadows from enabled LightOccluder2D casters onto the
scene background before 2D renderers are drawn. Filled 2D renderers only receive
their own clipped projected shadows when Receive Shadows is turned on for that
renderer.
Use these controls when two valid looks need different shadow behavior:
PointLight2D > Shadow Casterschooses which object layers can cast shadows for that light.PointLight2D > Shadow Receiverschooses which object layers can receive clipped shadows on renderers that haveReceive Shadowsenabled.LightOccluder2D > Cast Shadowslets a specific occluder stop casting without removing the component.Receive Shadowson filled 2D renderers lets a specific rendered surface opt into clipped projected shadows on that surface.
For example, a platform can cast a shadow across the scene backdrop without
darkening the floor renderer if the platform's layer is included in Shadow Casters and the floor renderer leaves Receive Shadows turned off. Turn
Receive Shadows on for walls, floors, or props when you want shadows clipped
to those specific rendered surfaces.
Common Inspector Settings
GlobalLight2D focuses on:
ColorIntensityAffected Layers
PointLight2D focuses on:
ColorIntensityRadiusFalloffAffected LayersShadowsShadow CastersShadow ReceiversShadow StrengthShadow Bias
SpriteLight2D focuses on:
ColorIntensitySizeFalloffTextureAffected LayersShadowsShadow StrengthShadow Bias
LightOccluder2D focuses on:
Cast ShadowsSourceShapeSizeOffsetSegmentsSidesRotation
If the Scene Still Looks Flat
Check these first:
Backdrop > 2D Lightingis enabled on the scene root- the light object is active and enabled
- the light intensity and radius are large enough to affect the visible area
Shadowsis enabled on thePointLight2D, andShadow Strengthis above 0- ambient light is not washing out the local light
- occluders are placed on geometry that should visibly block the light
A Good First Pass for a 2D Scene
If you are lighting a platformer or top-down scene for the first time, start simple:
- keep the ambient base modest instead of brightening the whole scene
- use
GlobalLight2Dto establish the overall mood - use
PointLight2Dfor obvious local accents - use
SpriteLight2Dwhen you want a shaped or stylized lighting effect - add
LightOccluder2Dto the walls, platforms, and props that should create visible separation
That usually reads better than trying to solve the whole scene with one strong local light.