Guides Lighting 2D Set Up 2D Lighting in a Scene

Lighting 2D 3 min read Updated Apr 2026

Set Up 2D Lighting in a Scene

2D lighting in Lenga is scene-based. You enable it for the scene, then add light and occluder objects to shape the result.

This guide walks through the editor workflow for:

  • GlobalLight2D
  • PointLight2D
  • SpriteLight2D
  • LightOccluder2D

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 Lighting
  • Backdrop > Ambient Color
  • Backdrop > 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 2D
  • Point Light 2D
  • Sprite Light
  • Light 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

  1. Select the scene root in the Hierarchy.
  2. In the Inspector, turn on Backdrop > 2D Lighting.
  3. Set Ambient Color and Ambient Intensity for the base light of the scene.
  4. Open GameObject > Light and add a Global Light 2D if you want a broad wash over the whole level.
  5. Add one or more Point Light 2D objects where you want circular local light.
  6. Add Sprite Light when the light should use a shaped mask instead of a simple circle.
  7. Add Light Occluder 2D to platforms, walls, and props that should block those lights and cast visible shadowed areas.
  8. 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 block 2D light and create shadowed areas.

It works especially well on:

  • platforms
  • walls
  • crates
  • blocking props

When Use Box Collider is enabled, the occluder follows the same rectangle as the object's BoxCollider2D.

Common Inspector Settings

GlobalLight2D focuses on:

  • Color
  • Intensity

PointLight2D focuses on:

  • Color
  • Intensity
  • Radius
  • Falloff
  • Shadows
  • Shadow Strength
  • Shadow Bias

SpriteLight2D focuses on:

  • Color
  • Intensity
  • Size
  • Falloff
  • Texture
  • Shadows
  • Shadow Strength
  • Shadow Bias

LightOccluder2D focuses on:

  • Use Box Collider
  • Size
  • Offset

If the Scene Still Looks Flat

Check these first:

  • Backdrop > 2D Lighting is 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
  • 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 GlobalLight2D to establish the overall mood
  • use PointLight2D for obvious local accents
  • use SpriteLight2D when you want a shaped or stylized lighting effect
  • add LightOccluder2D to 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.