Game.lighting.globalshadows = False at Sharon Boyle blog

Game.lighting.globalshadows = False. When set to true, shadows are rendered in. If you’ve enabled the shadowmap lighting.  — navigate to lighting > workflow settings and uncheck the recalculate environment lighting toggle.  — your issue is that you’re defining your variable globalshadows as the direct value of “globalshadows” under. if game:getservice(lighting).globalshadows ~= false and. When set to true, shadows are rendered in sheltered.  — in the improving game performance article, it states: using only a few modifications to studio's default lighting settings, this section of the tutorial teaches you how to customize your global.

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if game:getservice(lighting).globalshadows ~= false and.  — navigate to lighting > workflow settings and uncheck the recalculate environment lighting toggle. When set to true, shadows are rendered in. If you’ve enabled the shadowmap lighting.  — in the improving game performance article, it states: using only a few modifications to studio's default lighting settings, this section of the tutorial teaches you how to customize your global. When set to true, shadows are rendered in sheltered.  — your issue is that you’re defining your variable globalshadows as the direct value of “globalshadows” under.

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Game.lighting.globalshadows = False  — your issue is that you’re defining your variable globalshadows as the direct value of “globalshadows” under. If you’ve enabled the shadowmap lighting.  — navigate to lighting > workflow settings and uncheck the recalculate environment lighting toggle. if game:getservice(lighting).globalshadows ~= false and. When set to true, shadows are rendered in sheltered. When set to true, shadows are rendered in.  — your issue is that you’re defining your variable globalshadows as the direct value of “globalshadows” under. using only a few modifications to studio's default lighting settings, this section of the tutorial teaches you how to customize your global.  — in the improving game performance article, it states:

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