Basic Lighting
Make Beat Saber a brighter place by manually lighting your maps.
Every map needs to have lighting of some sort. Once you know the tools at your disposal, simplistic manual lighting can be very easy. This link is a video example of very simple manual lighting
NOTE
The example uses Map Color Overrides. You don't need to be an AaltopahWi or a Skeelie to make great lighting!
Lighting Types
The available lighting types are consistent across each of the built-in game environments, though they may be in slightly different positions or not present in some cases.
- Center Lights: Generally lights along the side of the track, underneath the track, and sometimes a chevron at the back of the track. Sometimes called "Bottom/Back/Side" or "BBS" lights.
- Side/Top Lasers: Sets of rotating lasers to the sides of the track or above/below the track, depending on which environment youβve selected. Rotation is set using the Laser Speed function.
- Back Lasers: Static lasers, often in an "X" pattern at the back of the track, behind the chevron.
- Ring Lights: Lights attached to the inside of the large outer rings that spin in almost all environments.
- Ring Spins: Used to create movement in the rings. In environments with both an inner and an outer ring, rings spins rotate both rings together.
- Ring Zooms: Used to zoom and unzoom the inner ring in environments that have it. Does not affect the outer ring.
- Laser Speed: Changes the speed of the side laser rotation from stationary (0) to very fast (20). Set independently for the right and left side lasers. Back top lasers do not move. Laser speed increases linearly so 2 is twice as fast as 1 and 5 is five times as fast as 1.
- Boost Event: Changes lighting colors between two pairs of colors. Off uses the first pair of colors. On uses the second (boost) pair of colors. There is no fade or flash option for this event.
Lighting Events
Each lighting type can make use of four different lighting events.
- On: Turns a light on that will stay on until you place a different event type.
- Off: Turning a light off can have as much impact as turning it on, or more.
- Flash: Briefly flashes brighter than a standard "on" event then stays on until you place a different event type.
- Fade: Briefly flashes brighter than a standard "on" event then fades off after a couple of seconds.
NOTE
It's impossible to control the duration of a fade out or use a fade in with standard lighting. Custom fade durations require Chroma, which will be discussed in Advanced Lighting (coming soon).
Best Practices & Techniques
"The only bad lights are NO lights.... or lightmap."
~ Skeelie
Lighting truly is an art which means that it's much more subjective than mapping. There are relatively few best practices to get started and simple manual lighting is almost impossible to do poorly.
TranquillizeMe has created a lighting tutorial, Beat Saber Lighting Techniques Tutorial, detailing useful lighting techniques and general tips for lighting.
NOTE
Lighting previews are not realistic in the editors currently available to the public so itβs important to preview your lights in-game often. See Previewing Your Lights for some tools that can help.
Key Bindings
Each map editor handles lighting differently so youβll want to get to know the key bindings and how placements work in your editor of choice. Lighting keybinds vary by editor. Consult your editor's user guide or readme or refer to this helpful list Cross-Editor Keybindings.
Assigning Lighting Events
Mappers lighting their first map should start by assigning specific lighting types to specific instruments, then branch out from there as they get more experienced. This method won't usually produce the most exciting shows, but it's hard to mess up. This might look like:
- Track Lights: Bass or Kick Drum
- Lasers: Melody
- Ring Lights: Synth A or Cymbals
- Ring Zoom: Synth B
Once this type of basic structure is in place and you're more comfortable with how everything works, you can think about where you might want to change things up for emphasis. Establishing a strict pattern is necessary to create impact when you do make a change; if you emphasize everything, you emphasize nothing (this goes for block placement, too!).
An example from Lighting Mentor, LittleAsi
I usually light the melody with all three lasers (vocal and instrumental on different colors, or primary instrumental and accents on a different color), drums on the ring lights, and either bass or something harmonic like synths on the Bottom/Back/Side (BBS) (a bit much sometimes since they increased BBS intensity). If the drums are too involved to pack onto the ring lights alone, or there's nothing else appropriate for the BBS, I'll move the kick drum to BBS. If the drums are really dominant, I may put the back-top laser on snare duty to dedicate the ring lights to cymbals. The numerous avenues for changing laser behavior and appearance do make them the best candidate for tracking the melody, though. I have used speed 0 lasers for closed hi-hat with various speeds for open hi-hat and cymbal crashes, though, so it definitely doesn't have to be any specific way (just internally consistent).
Laser Speed Resets
Applying the same laser speed twice in a row will cause it to reset to a random position. For example, setting speed 1 on every snare hit will cause the laser positions to randomize in time with the snare without ever actually changing their rotation speed.
If you don't reset the laser speed it will continue to spin consistently at that speed until changed.
Off Event Placement
The sounds within a song rarely have a precise end point so there's not always a "correct" time to place the Off
event. Be aware of when you're choosing to turn lights associated with specific sounds or instruments off, and apply those decisions consistently throughout the song.
Be cautious about putting off events exactly in the middle of two lights as it can sometimes create an unintended strobing effect.
Default Environments
There are various built-in environments in Beat Saber which are part of the base game and can be used easily with a few clicks.
NOTE
Custom environment models (platforms) created by the community exist but require the Custom Platforms mod which is not currently available through Mod Assistant. A beta version may be available in the #pc-mods
channel of the BSMG Discord.
The basic structure of each environment is mostly the same. In the Mediocre Map Assistant 2 editor the lighting track looks like this:
Environment Previews
Video and Screenshot (click to open full size) | Environment |
---|---|
![]() | The First (Default) Environment Info.dat Name: DefaultEnvironment Default Colors: Red & Blue Lasers: β (left & right) Ring Spin: β (both squares) Ring Zoom: β (inner square) Equalizer: β Note: As of 1.6 Back Top Lasers are below the Track Lasers Video Preview: YouTube |
![]() | Origins Environment Info.dat Name: OriginsEnvironment Default Colors: Yellow & Pink notes, Blue & Light Blue lights Lasers: β Ring Spin: β Ring Zoom: β Equalizer: β Video Preview: YouTube |
![]() | Triangle Environment Info.dat Name: TriangleEnvironment Default Colors: Red & Blue Lasers: β (left & right) Ring Spin: β (square and triangle) Ring Zoom: β (triangle) Equalizer: β Note: As of 1.6 Back Top Lasers are below the Track Lasers Video Preview: YouTube |
![]() | Nice Environment Info.dat Name: NiceEnvironment Default Colors: Red & Blue Lasers: β (top & bottom) Ring Spin: β (both squares) Ring Zoom: β (inner square) Equalizer: β Note: As of 1.6 Back Top Lasers are below the Track Lasers Video Preview: YouTube |
![]() | Big Mirror Environment Info.dat Name: BigMirrorEnvironment Default Colors: Red & Blue Lasers: β (left & right) Ring Spin: β Ring Zoom: β Equalizer: β Video Preview: YouTube |
![]() | Imagine Dragons Environment Info.dat Name: DragonsEnvironment Default Colors: Red & Blue Lasers: β (left & right) Ring Spin: β (square and helix) Ring Zoom: β (helix) Equalizer: β Note: Back Top Laser position is the two rails on the far edges of the screen. It will always illuminate the opposite color of what you set it. Video Preview: YouTube |
![]() | K/DA Environment Info.dat Name: KDAEnvironment Default Colors: Orange & Purple Lasers: β (left & right) Ring Spin: β Ring Zoom: β Equalizer: β Note: Ring Light position illuminates the five rails at the top. The lights in the center of the arrows never turn off. Video Preview: YouTube |
![]() | Monstercat Environment Info.dat Name: MonstercatEnvironment Default Colors: Red & Blue Lasers: β (left & right) Ring Spin: β Ring Zoom: β Equalizer: β Note: As of 1.6 Back Top Lasers are below the Track Lasers. Ring Light position illuminates the five rails at the top. Video Preview: YouTube |
![]() | Crab Rave Environment Info.dat Name: CrabRaveEnvironment Default Colors: Green & Blue Lasers: β (left & right) Ring Spin: β Ring Zoom: β Equalizer: β Note: As of 1.6 Back Top Lasers are below the Track Lasers. Ring Light position illuminates the five rails at the top. Video Preview: YouTube |
![]() | Panic! at the Disco Environment Info.dat Name: PanicEnvironment Default Colors: Red & Blue Lasers: β (left & right) Ring Spin: β Ring Zoom: β Equalizer: β Note: Ring Lights are much brighter in this environment than in others. Video Preview: YouTube |
![]() | Rocket League Environment Info.dat Name: RocketEnvironment Default Colors: Orange & Blue Lasers: β (left & right) Ring Spin: β Ring Zoom: β Equalizer: β Video Preview: YouTube |
![]() | Green Day Environment Info.dat Name: GreenDayEnvironment Default Colors: Green & Cyan Lasers: β (left & right) Ring Spin: β Ring Zoom: β Equalizer: β Video Preview: YouTube |
![]() | Green Day Grenade Environment Info.dat Name: GreenDayGrenadeEnvironment Default Colors: Green & Cyan Lasers: β (left & right) Ring Spin: β Ring Zoom: β Equalizer: β Video Preview: YouTube |
![]() | Timbaland Environment Info.dat Name: TimbalandEnvironment Default Colors: Grey & Blue notes, Blue & Blue lights (same colors) Lasers: β (left & right lights parellel to rings) Ring Spin: β Ring Zoom: β Equalizer: β Note: "Timbaland" text on the sides never turns off. Laser speed affects the Back Top Lasers on the left and right rings. Video Preview: YouTube |
![]() | FitBeat Environment Info.dat Name: FitBeatEnvironment Default Colors: Yellow & Pink notes, Orange & Blue lights Lasers: β (left & right) Ring Spin: β (outer lasers and helex) Ring Zoom: β (helix) Equalizer: β Note: Back Top Lasers will illuminate the opposite color of what you set it. Video Preview: YouTube |
![]() | Linkin Park Environment Info.dat Name: LinkinParkEnvironment Default Colors: Red & Blue-Grey notes, Beige & White lights, Orange & Blue boost lights Lasers: β (left & right) Ring Spin: β (controls laser spread) Ring Zoom: β Equalizer: β (on side wall) Video Preview: YouTube Official Showcase & Tutorial: YouTube |
![]() | BTS Environment Info.dat Name: BTSEnvironment Default Colors: Pink & Purple notes, Pink & Purple lights, Light Pink & Light Blue boost lights Lasers: β (left & right) Ring Spin: β (background pillars) Ring Zoom: β (track pillars) Equalizer: β Note: BTS logo in the center never turns off. Video Preview: YouTube Official Showcase & Tutorial: YouTube |
![]() | Kaleidoscope Environment Info.dat Name: KaleidoscopeEnvironment Default Colors: Red & Black notes, Red & White lights, Red & Magenta boost lights Lasers: β Ring Spin: β Ring Zoom: β Equalizer: β Video Preview: YouTube Official Showcase & Tutorial: YouTube |
![]() | Interscope Environment Info.dat Name: InterscopeEnvironment Default Colors: Yellow & Pink notes, Purple & White lights, Cool Red & Cool White boost lights Lasers: β Ring Spin: β (cars) Ring Zoom: β (cars and extra laser spread) Equalizer: β Extra Events: 6 and 7 control extra lights. 16 and 17 control car hydraulics. Video Preview: YouTube Official Showcase & Tutorial: YouTube |
![]() | Skrillex Environment Info.dat Name: SkrillexEnvironment Default Colors: Red & Black notes, Pink & Turquoise lights, Neon Red & Neon Green boost lights Lasers: β Ring Spin: β (first ring spin) Ring Zoom: β (second ring spin) Equalizer: β Extra Events: 6 and 7 control extra lights. Video Preview: YouTube Official Showcase & Tutorial: YouTube |
![]() | Billie Eilish Environment Info.dat Name: BillieEnvironment Default Colors: Yellow & Light Grey notes, Orange & Cream lights, Red & White Blue boost lights Lasers: β (sun rays) Ring Spin: β (controls rain) Ring Zoom: β (controls sun rays and side beams) Equalizer: β Extra Events: 6, 7, 10, and 11 control extra lights. Note: This is the first environment use events 10 and 11 and these events only function on map version 2.5.0 or later.Video Preview: YouTube Official Showcase & Tutorial: YouTube |
![]() | Spooky Environment Info.dat Name: HalloweenEnvironment Default Colors: Orange & Black notes, Red & Light Blue lights, Green & Light Purple boost lights Lasers: β Ring Spin: β Ring Zoom:β Equalizer: β Video Preview: YouTube |
![]() | Lady Gaga Environment Info.dat Name: GagaEnvironment Default Colors: Pink & Green notes, Yellow & Magenta lights, Orange & Blue boost lights Lasers: β (electricity) Ring Spin: β Ring Zoom:β Equalizer: β Extra Events: 6, 7, 10, and 11 control additional lightning. 16, 17, 18, and 19 control additional tower height control. Video Preview: YouTube Official Showcase & Tutorial: YouTube |
![]() | Weave Environment Info.dat Name: WeaveEnvironment Default Colors: Red & Blue notes, Red & Blue lights, Magenta & White boost lights Note Lights require using the new lighting system in map version 3.0.0 to function. |
![]() | Glass Desert Environment Info.dat Name: GlassDesertEnvironment Default Colors: Yellow & Pink notes, Blue & Light Blue lights Lasers: β Ring Spin: β Ring Zoom: β Equalizer: β Note: This is the first 360Β° environment. 360 levels MUST use this and it's not useable for standard levels. Ring Light position controls the horizontal outer rail. Back Top Laser position controls the six rails at the top. Video Preview: YouTube |
Setting Your Environment
New default environments become available reasonably often which means that map editors don't always have the complete list available. If the environment you want to use is not an option in your favorite editor's settings you will have to edit your Info.dat
file to add the environment name.
- Decide which environment you want to use then copy the
Info.dat name
from the Environment Previews section above. - Open your
Info.dat
file in the text editor of your choice. - Scroll down to the
"_environmentName":
section. - Paste in the name you copied in Step 1.
NOTE: You cannot use a custom platform in this field. This will be covered in Advanced Lighting.
Map Color Overrides
You can force your own map color scheme in-game as long as the user has the SongCore mod installed and has enabled the Enable Custom Song Colors
option in the mod settings.
Since Beat Saber version 1.4, users can set the Red/Green/Blue (RGB) colors of notes, lights, and walls for their game. However, they will be overridden with the colors defined in the Info.dat
if the user has the Enable Custom Song Colors
option enabled.
TIP
When choosing color overrides for the notes. It is HIGHLY recommended that you keep reddish/warm/aggressive colors on the left and blueish/cold/soft colors on the right to avoid confusing players.
See Environment Default Colours for a list of default colors used in the environments.
ChroMapper, MMA2, and Beatmapper, natively support color overrides. Check their respective guides for more information.
Manually Adding Color Overrides
- Decide what RGB colors you want notes and/or lights and/or walls to be. Use a color scheme utility like Paletton to find complimentary colors.
- Your red, green, and blue values will need to be converted from the normal 0-255 scale to the 0-1 scale. Use a site like EasyRGB to convert your values.
- Open your
Info.dat
file in the text editor of your choice - Scroll down to the
"_customData": {
section of the difficuty you want to color.- Using the global
"_customData": {
outside of the"_difficultyBeatmapSets": [
array may not work as expected.
- Using the global
- Paste whichever code blocks below correspond to the colors you want to force within the
_customData
curly brackets ({
and}
) then replace the"r":
,"g":
, and"b":
values with whatever you chose in Step 1.- The
"r":
and"g":
values must have commas after them.
- The
See lines 29-60 and 69-100 of this Pastebin clip for an example of these code blocks in action in a .DAT
file.
Previewing Your Lights
These tools will help PC Beat Saber users preview their lighting more accurately. Most editors do not show true-to-life lighting effects.
In-game with FPFC
First Person Flying Controller (FPFC) is a launch parameter that can be used by either Steam or Oculus users. FPFC will open an instance of Beat Saber on your desktop and allow you to control it with your keyboard and mouse.
While a map is playing, pressing:
P
Pauses the mapM
Returns to menu if pausedR
Restarts the map if pausedC
Unpauses and continues playing
You will need the SiraUtil mod in order move the camera while a map is playing. Without it, the camera is fixed in the floor at an undesirable angle. Install SiraUtil from Mod Assistant and run Beat Saber to create a config json file. SiraUtil also adds additional useful features such as camera FOV, sensitivity, and rebindable pause and exit controls. Edit the SiraUtil.json
file in your UserData
folder to tweak settings.
For Steam Users:
Open the game properties and add fpfc
to the Steam launch options in the General tab.
For Oculus Users:
- Right click on Beat Saber.exe and create a shortcut.
- Edit the Target to add "fpfc" to the end of it. For example:
C:\Program Files\Oculus\Software\Software\hyperbolic-magnetism-beat-saber\Beat Saber.exe" fpfc
After installing the mods and adding the launch parameter you can then now move around and pause in a map. The default toggle key to switch between headset and mouse/keyboard control is G.
NOTE
If you go back into vr and the game doesn't load in the headset either:
- Press the G key until the headset displays the game
==OR== - Quit the game, remove the launch option, and relaunch the game.
- Press the G key until the headset displays the game
If the mod doesn't seem to be working, make sure the in-game Smooth Camera setting is disabled.
For difficulties other than Expert+, the game defaults to a
No Flicker
option for lighting which reduces the amount of strobes and ring spin events shown. Check to make sure thisPlayer Option
setting is set what you intend to view!
Online with BS Viewer
BS Viewer by +1 Rabbit is an online tool that is a convenient way to checkout how your map might look in game without the game. Just upload your map zip to the website and preview! Unfortunately IOS and Safari are currently not supported.
Credits
Content in this section was authored by LittleAsi and Kolezan or derived from guides by Puds and MandyNasty. With visual media contributions from Aeroluna and Bullet.