GLTFLight in Godot – Complete Guide

Welcome to this comprehensive tutorial on the GLTFLight class in Godot 4! Aspiring game developers and seasoned coders alike will discover how to utilize this powerful feature to bring dynamic and realistic lighting to their game environments. We’ll delve into the specifics of the GLTFLight class, providing you with a good grasp of its potential and the practical skills to implement it in your projects. Stay with us as we explore the world of 3D game lighting, step by step, in Godot’s robust game engine.

What is GLTFLight?

GLTFLight is an essential class in Godot 4, a popular open-source game engine. It specifically handles the representation of lights as defined by the KHR_lights_punctual GLTF extension. This is a standard designed to work across platforms that ensures your lighting looks consistent when importing 3D models from various tools into Godot.

What is it for?

Lighting can make or break the visual appeal of a game. It’s not just about making objects visible; it’s about setting a mood, directing the player’s attention, and adding a sense of realism. GLTFLight in Godot 4 gives developers the power to accurately replicate lighting scenarios from other 3D creation tools within the Godot engine.

Why should I learn it?

With the evolution of game graphics, realistic lighting has become crucial for an immersive player experience. By learning about GLTFLight, you equip yourself with the knowledge to control a game world’s atmosphere and enhance its visual fidelity. Whether you’re a beginner starting your journey in game development or an experienced programmer looking to refine your skills, understanding GLTFLight will be a valuable asset in your toolkit.

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Basic Setup of GLTFLight in a Scene

To begin using GLTFLight in your Godot 4 scenes, you first need to establish a basic scene setup. Let’s get started by creating a simple scene with a GLTFLight:

var gltf_light = = "MyPunctualLight"

After creating a new instance of GLTFLight and naming it, we add it to the current scene tree. Now, let’s proceed to load a GLTF model that contains light information:

var gltf_scene = preload("res://path_to_your_gltf_scene.glb").instance()

This code preloads your GLTF scene and instances it as a child of the GLTFLight node, allowing the predefined light sources in your model to interact with the Godot environment.

Configuring Light Types with GLTFLight

GLTF supports various types of lights, and so does GLTFLight. Let’s try adding different kinds of lights using GDScript:

// Directional Light
gltf_light.type = GLTFLight.LIGHT_DIRECTIONAL
gltf_light.intensity = 1.0
gltf_light.color = Color(1,1,1)

// Point Light
gltf_light.type = GLTFLight.LIGHT_POINT
gltf_light.intensity = 10.0
gltf_light.range = 5.0

// Spot Light
gltf_light.type = GLTFLight.LIGHT_SPOT
gltf_light.intensity = 20.0
gltf_light.inner_cone_angle = 15
gltf_light.outer_cone_angle = 45

Each of these snippets configures your GLTFLight node to replicate the behavior of directional, point, or spot lights. The intensity, color, and other properties will depend on the specifics of the scene you’re trying to create.

Adjusting Light Properties

Fine-tuning the properties of your lights can make a significant difference in the scene’s appearance. Here are some examples of how to adjust additional GLTFLight properties:

// Adjusting the general intensity
gltf_light.intensity = 0.8

// Setting the light color to warm yellow
gltf_light.color = Color(1, 0.8, 0.6)

// Modifying the range of a point or spot light
gltf_light.range = 30.0

// Adjusting the spot angle values
gltf_light.inner_cone_angle = 10
gltf_light.outer_cone_angle = 25

Remember, the way a light interacts with your scene is a combination of its parameters, so feel free to experiment with different values to achieve the desired visual effect.

Animating GLTFLight Properties

Animations can add dynamism to your scenes. Here’s how you can animate the intensity of a light in Godot 4 using a simple Tween node:

var tween =

// Animate the intensity of the light from 0.1 to 1 over 2 seconds
tween.interpolate_property(gltf_light, "intensity", 0.1, 1, 2, Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)

This animation gradually increases the light’s intensity, creating a fade-in effect. The same method can be applied to other properties like color and range to create more complex lighting animations.

By understanding these basics of GLTFLight, you’ve laid a solid foundation for lighting in your Godot 4 projects. In the next part of this tutorial, we’ll explore advanced topics such as dealing with multiple lights and optimizing performance. Stay tuned for more expert insight and hands-on examples that will elevate your game development skills!Continuing from where we left off, let’s dive deeper into the use of GLTFLight, understanding how to programatically control various aspects of lighting to enhance your Godot 4 scenes. We’ll explore more advanced techniques and provide code examples that will help you leverage Godot’s lighting capabilities.

Dealing with Multiple Lights

In a realistic scene, you’ll often need to manage multiple lights. Here’s a quick example of how to create and configure multiple GLTFLight nodes in code:

// Function to create a generic light
func create_light(type, intensity, color, name):
    var light =
    light.type = type
    light.intensity = intensity
    light.color = color = name
    return light

// Creating multiple lights
var directional_light = create_light(GLTFLight.LIGHT_DIRECTIONAL, 5.0, Color(1, 1, 1), "SunLight")
var point_light = create_light(GLTFLight.LIGHT_POINT, 20.0, Color(1, 0.5, 0), "LampLight")

// Adding lights to the scene

This example uses a function to create different types of lights and adds them to the scene. It provides an easy method to configure and manage multiple lighting sources through scripting.

Configuring Shadows

Adding shadows to your lights will contribute to the depth and realism of the scene. Here’s how you can enable and customize shadow settings for a directional light:

// Assuming 'directional_light' is a directional GLTFLight you have created
directional_light.cast_shadows = true
directional_light.shadow_buffer_size = 2048
directional_light.shadow_color = Color(0, 0, 0, 0.5)
directional_light.shadow_normal_bias = 1.0
directional_light.shadow_split_1 = 0.05
directional_light.shadow_split_2 = 0.1
directional_light.shadow_split_3 = 0.3

This snippet enables shadow casting for the light and sets various parameters governing shadow appearance. The shadow buffer size determines the resolution of the shadow map, and the shadow color and normal bias control the shadow’s appearance and precision.

Optimizing Performance with Light Baking

To improve performance, especially in static scenes, light baking can be a useful technique. If your GLTFLight node’s properties won’t change during gameplay, consider baking lighting to save on resources. Below is a basic outline of how you’d initiate light baking in Godot:

// Assuming you have a BakedLightmap node in your scene
var baked_lightmap =
baked_lightmap.bake_interval = 0.01 // Set bake interval for responsiveness = 1.0 // Adjust to suit the scene's brightness
baked_lightmap.bake_mode = BakedLightmap.BAKE_MODE_CONE_TRACE // Set your preferred baking mode

// Adding the BakedLightmap node to the scene root

// Initiating the bake process

This sample code adds a new BakedLightmap node to the scene and initiates the baking process. The lightmap settings can be adjusted to affect the quality and performance of the baked lighting.

Dynamic Light Adjustment

Dynamic game scenarios require adjusting lights in real-time. Here’s how you can create a simple interactive light controller that responds to player input:

// Assuming 'point_light' is a Point GLTFLight you have created
var player_in_range = false

func _process(delta):
    if player_in_range:
        point_light.color = Color(1, 0, 0) // Change color when the player is near
        point_light.color = Color(1, 1, 1) // Revert color when the player is not near

func _on_Player_body_entered(body):
    player_in_range = true

func _on_Player_body_exited(body):
    player_in_range = false

This example checks if a player is within range of the light and changes the light’s color based on the player’s presence. It uses the `_process` function to continuously check for the player’s position and adjusts the light color correspondingly.

By integrating the concepts we’ve discussed, you can create intricate and interactive lighting for your Godot 4 projects, bringing your virtual environments to life. Remember to test and tweak these examples to fit your game’s specific needs, always keeping in mind the balance between visual quality and performance. Happy coding and lighting up your game worlds!Continuing with our deep dive into GLTFLight in Godot 4, let’s explore even more intricate uses of lighting to really make your scenes shine. We’ll look at how varying light attributes can affect the mood and dynamics of your game.

Creating a Day-Night Cycle

A day-night cycle adds realism to open-world games. Here’s a simple way to create this effect using a directional GLTFLight:

// Assume 'directional_light' is your directional light for the sun
var time_of_day = 0.0

func _process(delta):
    time_of_day += delta
    var angle = time_of_day % (2 * PI) // Complete a cycle every 2*PI seconds
    var light_dir = Vector3(cos(angle), -sin(angle), 0)
    directional_light.transform.basis = Basis(light_dir, Vector3(0, 0, 1))

This example changes the sun’s angle depending on the `time_of_day`. The light’s rotation is updated in the scene every frame to simulate moving sunlight.

Adjusting Light Intensity Over Time

To simulate a light that changes intensity over time, such as a flickering lamp, you might write something like this:

// Assume 'flickering_light' is a point GLTFLight used as a lamp
func _process(delta):
    flickering_light.intensity = rand_range(5.0, 7.0) // Randomly adjust the intensity

This snippet will create a flickering effect, which can contribute to the ambiance of a spooky or moody scene.

Implementing Light Color Change on Interaction

At times, lights need to change color based on game interactions, such as when collecting an object. Consider this example:

func _on_Collectible_collected(collectible):
    foreach light in get_tree().get_nodes_in_group("MoodLights"):
        light.color = collectible.glow_color

Whenever a “collectible” object is collected, all lights in a group called “MoodLights” change to match the collectible’s glow color.

Creating a Strobe Light Effect

Now, let’s say we want a more complex lighting effect like a strobe light for a club scene:

// Assume 'strobe_light' is a point GLTFLight
var strobe_speed = 0.1
var strobe_on = false

func _ready():
    set_process(true) // Enable the process callback

func _process(delta):
    if fmod(time_get_ticks_msec() / 1000.0, strobe_speed) < strobe_speed / 2:
        if not strobe_on:
            strobe_light.color = Color(1, 1, 1)
            strobe_on = true
        if strobe_on:
            strobe_light.color = Color(0, 0, 0)
            strobe_on = false

Here, the strobe light turns on and off based on a time interval defined by `strobe_speed`. The `fmod` function is used to cycle the effect.

Smooth Transition Between Colors

What if you want to create a relaxing ambiance with lights that smoothly transition between colors?

// Assume 'ambient_light' is a point GLTFLight
var start_color = Color(1, 0, 0) // Red
var end_color = Color(0, 0, 1) // Blue
var lerp_time = 0.0

func _process(delta):
    lerp_time += delta
    var t = sin(lerp_time * 0.5) * 0.5 + 0.5 // Value between 0 and 1
    ambient_light.color = start_color.linear_interpolate(end_color, t)

In this example, the point light smoothly transitions from red to blue and back, creating a soothing effect using the `linear_interpolate` method and a sine wave to modulate the transition time.

Contextual Lighting Adjustment

You might also want to adjust lighting settings based on the context, such as when the player enters a dark cave:

func _on_CaveEntrance_entered(player):
    foreach light in get_tree().get_nodes_in_group("OutsideLights"):
        light.color = Color(0.2, 0.2, 0.5) // Darken the outside lights
        light.intensity = 0.3 // Dim the lights

This script reduces intensity and darkness of all lights in the “OutsideLights” group when the player enters a cave, suggesting that the environment outside has become darker.

Integrating these advanced lighting techniques into your Godot 4 projects can result in a highly dynamic and engaging experience for your players. Keep experimenting with various configurations and find the perfect balance that brings your game world to life. With GLTFLight, you have the tools at your fingertips to craft visually stunning and thematically consistent scenes.

Continue Your Game Development Journey with Zenva

Now that you’ve taken your first steps into the world of sophisticated lighting with GLTFLight in Godot 4, you might be wondering, “What’s next?” The wonderful thing about game development is that there is always more to learn, more to create, and more ways to enhance your skills. We at Zenva are committed to supporting you through each stage of your journey. Our Godot Game Development Mini-Degree is an excellent next step. It’s a treasure trove of knowledge designed to deepen your understanding of game development through the power of Godot 4.

Whether you’re a complete beginner or someone with a solid foundation looking to polish their skills, our Mini-Degree offers a plethora of courses that cater to your learning needs. You can dive into engine tools, GDScript, and various game types like RPGs, RTSs, survival games, and platformers. Plus, you can learn at your own pace, with 24/7 access to course materials and hands-on project-based assignments.

To expand your horizons even further, check out our broad collection of Godot courses at Zenva’s Godot Courses. There, you’ll find an array of content that ranges from the basics to more advanced techniques. Each course is designed to be practical and engaging, ensuring that you build skills that will stand the test of time in your professional journey.

Take the plunge, and let Zenva be the wind beneath your wings as you soar to new heights in game development. Your next great game awaits!


Embarking on the path of game development with Godot 4 and mastering the art of lighting with GLTFLight is just the start. Remember that each line of code you write, every lighting effect you perfect, brings you closer to creating an engaging and immersive experience for your players. At Zenva, we celebrate every step you take towards achieving your game development dreams. Our Godot Game Development Mini-Degree is designed to accompany you as you harness the full potential of Godot 4 and beyond.

We understand the power of knowledge and the impact of hands-on learning. That’s why our courses are crafted to empower you with the expertise and confidence needed to shine in the gaming industry. So whether you’re adding the finishing touches to your first game or experimenting with sophisticated GLTFLight techniques, keep pushing forward. With Zenva by your side, you are always one step closer to bringing your imagination to life. Here’s to the games you’ll create and the developer you’ll become!

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