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 those lights and cast visible shadowed 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 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:
ColorIntensity
PointLight2D focuses on:
ColorIntensityRadiusFalloffShadowsShadow StrengthShadow Bias
SpriteLight2D focuses on:
ColorIntensitySizeFalloffTextureShadowsShadow StrengthShadow Bias
LightOccluder2D focuses on:
Use Box ColliderSizeOffset
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
- 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.