Creator Guide
Korean
Korean
  • OVERDARE
    • 🚩OVERDARE 소개
    • 🐤시작하기
      • OVERDARE App
      • OVERDARE Studio
    • 📌운영 정책
      • 커뮤니티 가이드라인
      • UGC 콘텐츠 제작 가이드라인
      • UGC의 외부 활용 가이드라인
      • LOGO 활용 가이드라인
      • 지식 재산권 정책
      • 신고 안내
      • 콘텐츠 제재 이의 신청 안내
      • 크리에이터 정산 정책
      • OVERDARE 수익화 가이드라인
    • 🅰️OVERDARE Glossary
  • MANUAL
    • 🏰스튜디오 메뉴얼
      • 시작하기
        • 스튜디오 인터페이스
        • 월드 템플릿
        • 좌표계
        • 스튜디오 테스트 플레이
        • 월드 퍼블리시
        • Collaboration
      • 에셋 & 리소스 제작
        • 에셋 임포트
        • 애니메이션 에디터
      • 게임 제작
        • 게임 설정
        • 스크립트 에디터
        • 정렬
        • Material Manager
        • Collision Groups
        • Tag Editor
        • 퍼포먼스 가이드
      • Object
        • 파트
        • 모델
        • 카메라
        • 물리
        • 조명
        • Tool
        • VFX
        • Sound
      • 캐릭터
        • 캐릭터 애니메이션
        • Humanoid Description
      • GUI
    • 📝스크립트 메뉴얼
      • 시작하기
        • 스크립트 개요
        • 루아 기초 가이드
        • 코딩 스타일
        • 오브젝트 참조
        • 유니티 개발자용 가이드
      • 이벤트 및 통신
        • 이벤트
        • 서버-클라 통신
        • BindableEvent
        • Value Objects
      • 입력 및 조작
        • 모바일 조작 처리
        • TPS Strafing System
      • 게임 고도화
        • Saving & Loading Data
        • 트윈
        • 모듈 스크립트
      • 디버깅 & 최적화
        • 중단점
        • 스크립트 최적화 실전 가이드
  • 💸수익화
    • Payout Guideline
  • DEVELOPMENT
    • 📚API Reference
      • Enums
        • ActuatorRelativeTo
        • AnimationPriority
        • AspectType
        • AssetTypeVerification
        • BorderMode
        • CameraMode
        • CameraType
        • ContextActionResult
        • CoreGuiType
        • DominantAxis
        • EasingDirection
        • EasingStyle
        • ForceLimitMode
        • HttpCompression
        • HttpContentType
        • HumanoidDisplayDistanceType
        • HumanoidStateType
        • KeyCode
        • Material
        • MaterialPattern
        • NormalId
        • ParticleEmitterShape
        • ParticleEmitterShapeInOut
        • ParticleEmitterShapeStyle
        • ParticleFlipbookLayout
        • ParticleFlipbookMode
        • ParticleOrientation
        • PartType
        • PlaybackState
        • RaycastFilterType
        • RollOffMode
        • RotationType
        • UserInputState
        • UserInputType
        • VelocityConstraintMode
      • DataTypes
        • BlendSpaceSampleSata
        • BrickColor
        • CFrame
        • Color3
        • ColorSequence
        • ColorSequenceKeypoint
        • Content
        • Enum
        • EnumItem
        • NumberRange
        • NumberSequence
        • NumberSequenceKeypoint
        • OverlapParams
        • PhysicalProperties
        • Ray
        • RaycastParams
        • RaycastResult
        • ScriptConnection
        • ScriptSignal
        • TweenInfo
        • Udim
        • Udim2
        • Vector2
        • Vector3
      • Classes
        • Animation
        • AngularVelocity
        • AnimationTrack
        • Animator
        • Atmosphere
        • Attachment
        • Backpack
        • BackpackItem
        • BasePart
        • BaseScript
        • Beam
        • BindableEvent
        • BlendSpace
        • BoolValue
        • Bone
        • Camera
        • CharacterMesh
        • CollectionService
        • Constraint
        • ContextActionService
        • CoreGui
        • DataStore
        • DataModel
        • DataStoreGetOptions
        • DataStoreIncrementOptions
        • DataStoreInfo
        • DataStoreKeyPages
        • DataStoreKeyInfo
        • DataStoreService
        • DataStoreListingPages
        • DataStoreSetOptions
        • FormFactorPart
        • Frame
        • Folder
        • GlobalDataStore
        • GuiBase2d
        • GuiButton
        • GuiObject
        • HttpService
        • Humanoid
        • HumanoidDescription
        • ImageButton
        • ImageLabel
        • InputObject
        • IntValue
        • LayerCollector
        • Instance
        • Light
        • Lighting
        • LinearVelocity
        • LocalScript
        • LuaSourceContainer
        • MaterialService
        • MaterialVariant
        • MeshPart
        • Model
        • ModuleScript
        • Mouse
        • OrderedDataStore
        • Pages
        • Part
        • ParticleEmitter
        • PhysicsService
        • Player
        • PlayerGui
        • Players
        • PlayerScripts
        • PointLight
        • PVInstance
        • ReplicatedStorage
        • RemoteEvent
        • ScreenGui
        • RunService
        • Script
        • ServerStorage
        • ServiceProvider
        • Skeleton
        • ServerScriptService
        • Sound
        • SoundService
        • SoundGroup
        • SpotLight
        • SpawnLocation
        • StarterCharacterScripts
        • StarterPack
        • StarterGui
        • StarterPlayer
        • StarterPlayerScripts
        • StringValue
        • SurfaceGui
        • SurfaceGuiBase
        • Team
        • Teams
        • TextLabel
        • TextButton
        • Tool
        • Trail
        • Tween
        • TweenService
        • TweenBase
        • UIAspectRatioConstraint
        • UserGameSettings
        • UserInputService
        • UserSettings
        • VectorForce
        • Workspace
        • WrapLayer
        • WorldRoot
        • WrapTarget
  • UPDATE
    • 📰Release Note
Powered by GitBook
On this page
  • Overview
  • Description
  • Properties
  • ClockTime
  • Ambient
  • Brightness
  • Methods
  • Events
  1. DEVELOPMENT
  2. API Reference
  3. Classes

Lighting

Lighting : Instance

Overview

The Lighting class is a service responsible for managing global lighting and environmental effects in a game. It controls how light interacts with objects, sets the time of day, and applies visual effects like fog, shadows, and atmospheric effects. Developers use the Lighting service to create immersive environments by adjusting properties that affect the overall appearance and mood of their game.

Description

The Lighting class provides a wide range of properties and tools to customize the visual atmosphere of a OVERDARE UGC World It allows developers to control the intensity, color, and behavior of lighting while also enabling advanced features like post-processing effects and dynamic lighting technologies.

Properties

ClockTime

number

ClockTime is a number property representing the current time of day in hours, used by lighting calculations. It ranges from 0.0 to 24.0

Code Samples

local Lighting = game:GetService("Lighting")

Lighting.ClockTime = 18 -- Hour

Ambient

Color3

Adjust the hue of the light.

Code Samples

local Lighting = game:GetService("Lighting")

Lighting.Ambient = Color3.fromRGB(255, 0, 0)

Brightness

number

Adjust the intensity of the light.

Code Samples

local Lighting = game:GetService("Lighting")

Lighting.Brightness = 50

Methods

Events

PreviousLightNextLinearVelocity

Last updated 27 days ago

📚