Cub HeadBanjo BearBear PoseTruck Editor

Lighting

Every light, grouped 1 / 2 / 3.

Shared · atmosphere
Shared · shadows

Real-time shadows for the campsite. The moon (directional light) is the cheap caster - one depth pass per frame. The fire (point light) is expensive - six cubemap renders per frame - so it's off by default.

Moon (directional)

Moon position drives the direction of long shadows. Raise Y for shorter shadows straight down; slide X/Z to rake them across the ring.

Map size: higher = sharper edges, quadratic memory cost. 512 for slow devices, 2048 default, 4096 for hero shots.

Bias fights shadow acne (dark stripes on lit surfaces). Normal bias is usually the better knob and rarely causes peter-panning.

Shadow darkness. 1 = fully black, 0 = invisible. Global to this light - see the note below the panel for how per-object control works.

Frustum: half-width of the ortho box in world units. Tight = higher effective resolution, but geometry outside the box gets no shadow. Campsite is ~30u across, so 15-25 is the sweet spot.

Fire (point light)

Turn on for hero close-ups where bears throw fire shadows onto benches and the ground. Watch the FPS.

1 · Campfire — fire light
1 · Campfire — ground glow

The pool of firelight on the dirt. Width and length are separate, so it can be stretched along the camp instead of staying circular. Falloff is edge softness - higher pulls it into a tighter hot core. Flicker and breathe are multipliers; 0 holds it perfectly still.

1 · Campfire — flame
Per-layer size (stacked on top of Flame scale):
Ground ring (also in Fire light group):
1 · Campfire — laptop screen

Kenney laptop near the fire. Brightness scales both the screen's emissive tint and the point light that spills onto the ground in front of it.

1 · Campfire — camping lamps

Applies to every emissive lamp in the old-bear camping diorama (string-lights, lantern bulbs, etc). One knob per property, applied uniformly to all lamps.

2 · Arcade — fire & screens

Second campfire in the arcade sector. Placement is shared with the main-fire Group above; every visual knob below is INDEPENDENT of the primary campfire.

Fire light (arcade only)
Flame overlay (arcade only)
Sparks (arcade only)
Arcade TVs
2 · Arcade — cabin lamp

The lantern on the wooden cabin. X/Y/Z are in the cabin model's own space (it spans ~140 units before the 0.1 base scale), so they move in big steps; reach and decay are in world units.

2 · Arcade — lanterns

The two hanging lanterns, moved over from the desk scene. Keys are still named deskLantern* - the objects changed scene, the config names did not.

2 · Arcade — ground glow

Same controls for the arcade campfire's ground pool.

2 · Arcade — truck lights

The actual lights. Head aim X/Y/Z is an OFFSET from each headlight's own position, so leaving X and Y at 0 keeps the two beams parallel instead of splayed. Colours are linear, like the fire-light sliders.

2 · Arcade — truck headlight lens

The lens is built at runtime, so its SHAPE is live here. Roundness 0 = hard rectangle, 1 = full stadium oval. Sideways/Height/Along-truck place it; stand-off is how far the lens sits proud of its bezel.

2 · Arcade — truck taillight lens

Same controls as the headlight lens. Roundness defaults to 1 here, which gives the oval LED look.

3 · Desk — campfire

The diorama's own fire (a flat orange blob on a log, ringed by 15 stones) was deleted from camping.glb. This is the same procedural fire scenes 1 and 2 run - flame cones, ground glow, sparks and two point lights - with the rocks-and-logs pile cloned out of campfire_scene.glb. Every knob is independent of the other two fires, because the camping diorama is authored much larger than them.

Fire light (desk only)
Flame cones (desk only)
Ground glow (desk only)
Sparks (desk only)
3 · Desk — string-light bar

One rectangular area light over the run of 26 bulbs, which stay emissive-only. Defaults are fitted to the bulbs themselves: their centroid, their top at y 4.05, and the 44.9° axis through them. Position and rotation are in camp units and follow the diorama; width and height are world units — three normalises the parent scale out of a rect light. Leave the bar shown while you place it.

3 · Desk — camp lamps

One block per fixture - five real lamps, each with its own switch, brightness, reach, falloff and colour. The 26 string bulbs stay emissive-only on purpose: a point light each was measured at about 4x the fragment cost.

Camper van headlights (both)
Small lamp · near the fire pit
Lantern · on the dock
Hooded lantern · on the signpost
3 · Desk — lights

Light sources attached to the two lanterns and the computer on the desk scene. Each moves with its prop.

Lanterns
Line the point-light up with the candle wick:
Computer screen
Nudge onto the actual monitor face:
Warm ambient fill

HemisphereLight scoped to the desk scene - sky color is the warm cast, kept dim so it never washes the lanterns.

Candle flame (inside lantern)

Flame color follows the lantern R/G/B above; these knobs place the flame on the actual wick and set its size.

Motion & brightness:
Flame color (independent of lantern R/G/B):
Caravan windows

Emissive on the two caravan side windows plus the warm point-light behind them that spills onto the ground. Color is shared between both so a tinted pane also tints the ground glow.

Interior point-light (caravan-local, before parent scale):

Controls

Camera rig, fire light height/reach, fog, flicker, glow, and fill lighting.

Jump to
Scene
Camera
1 · Title fly-in

How pulled-back the camera sits while the title card is on screen — that's the shot the visitor sees behind the letters, and where the fly-in starts from.

Fly-in swoop
Fade timing
Locations

Pick a location in the View bar to frame its camera. You can drag the scene to reframe it, and still click and move props while you do.

3 · Desk — terrain

Ceiling on the camping set's landscape. Any terrain or rock vertex above this is pulled down to it, so the mountains behind the caravan flatten while the ground under the camp stays put. The range tops out around y 11.3, so push this past 12 to get the mountains back.

River

One slab of geometry running y -1.63 to 0.56 in the model. Height is an offset, so 0 is where it was authored; below 1 opacity it joins the transparent pass and the riverbed shows through.

3 · Desk — fish A · under the dock

Mills about beneath the deck and spills out from under it. Twist and Scatter are what keep it from reading as one carousel: Twist turns each fish's own path, Scatter moves each path's centre off the group's. They swim under a surface at y 0.561, so if you can't see them raise Y or drop Water opacity in the terrain group above.

3 · Desk — fish B · loop past the lantern

One long lap that passes under the dock lantern and back out along the river. Rotate lays the ellipse along the shoreline (2.64 rad) — a round loop this big runs aground. Twist 0 keeps them all on the same lap. They swim under a surface at y 0.561, so if you can't see them raise Y or drop Water opacity in the terrain group above.

3 · Desk — fish C · spare

A third shoal, off by default. Turn it on and give it a Count. They swim under a surface at y 0.561, so if you can't see them raise Y or drop Water opacity in the terrain group above.

1 · Campfire — trodden ground

Two flat irregular polygons laid on the ground disc — the same trick camping.glb uses, where the camp dirt is its own mesh over the terrain rather than a texture. Jag pulls each boundary vertex in at random, which is what makes the edge spiky;Sides is the vertex count, fewer being chunkier. Keep the radii under about 8 — past that the fire's light has gone and the ground is black.

Outer patch
Inner patch
Ground

Color of the circular ground under the whole campsite. Try the presets or dial each channel by hand.

1 · Campfire scene GLB
Benches
Trees
Forest & paths

Procedural pine forest around the campsite with clear corridors between each pair of camps. Toggle the paths to show/hide the white ground strips.

Bonfire
Tent
Camp items
Animals
Flopping fish
2 · Arcade — truck plate

Size of the TWLO decal laid over the pickup's front and rear plates. 1 = the baseline quad (84% of the plate slab's width, 78% of its height); both plates resize together so they stay matched.

2 · Arcade — truck bed walls

Runtime panels rising above the bed's authored top rail. Height 0 = off. Extension covers left inner wall, right inner wall, and cab-side wall. Thickness sets how chunky the rail reads; color tunes it to match the body.

1 · Banjo (back-left bear)

Offsets applied inside the paw's socket frame; scale multiplies the baseline. Reload to see the sit_log animation carry the banjo along with the breathing.

Banjo bear glasses

Offsets stack on top of the shared glasses fit (Animals group). Zero everything to inherit the shared fit.

Sound

Master multiplies every track. Per-track values rebalance one against another; zero mutes just that sound.

Camera · Free look