Are you a luminary?

Unity takes care of the science behind lighting our scenes, but arranging the lights is an art. On many 3D animated movies and teevee shows, as well as on large game development teams, there's often at least one person dedicated to lighting the scene, just as there are lighting specialists on real-world film sets. Virtual lights are built to mimic the properties of real-world lights. Lighting, like modeling, can be an entirely unique discipline in the world of 3D game development.

When you're finished exploring lights, follow the steps mentioned previously in the Time for action – move and rotate the light section to restore your directional light, or just press Ctrl + Z or command + Z on the keyboard to undo everything back to when you started messing around.

Who turned out the lights?

When you light a scene with multiple lights, it can be tricky to see which light is affecting which area. To turn a light off, select the light in the Hierarchy panel. Then, uncheck the checkbox at the top of the Inspector panel. Poof! The light is gone; but not forgotten. Check the checkbox again to make it reappear.

In fact, you can turn any GameObject on and off by using this checkbox. It's a handy way to isolate things in your Scene without deleting your hard work.

Who turned out the lights?

Darkness reigns

If you're working on a particularly grim game and you want to be able to see what's going on in your Scene, toggle the internal lighting by pressing the sunny little button at the top of your Scene view. When it's lit, your light game objects take over. When it's unlit, internal lighting hits your meshes so that you can see what's what:

Darkness reigns

Cameramania

If you had a good time playing with all the light settings, you're going to lose your mind when you check out the camera! Cameras in 3D programs are simulations of how the light rays bend around from a single perspective point. 3D cameras can simulate many different lenses, focal lengths, and effects. For now, we're just going to ensure that our camera is adjusted properly so that we're all on the same page, but don't be afraid to goof around with the camera controls if you're dying to get into some trouble.

  1. In the Hierarchy panel, click to select the Main Camera game object. You'll notice you get a cool little Camera Preview picture-in-picture to show you what the camera "sees":
    Cameramania
  2. In the Inspector panel, adjust the camera's position to X: 0, Y: 1, and Z: -2.5. The paddle and ball should now be nicely framed in the Game view:
    Cameramania