Make your own roblox day night cycle script studio setup

Getting a clean roblox day night cycle script studio working is one of those things that instantly makes your game look ten times more professional. Think about it—nothing kills the vibe of an open-world RPG or a spooky horror game faster than a sun that just sits there, frozen in the sky forever. If you want your players to actually feel the passage of time, you need a system that handles the transition from high noon to midnight without making the game lag or looking like a flickery mess.

The cool thing about Roblox is that the engine handles most of the heavy lifting for us through the Lighting service. We don't have to manually move a sun object around a giant sphere; we just have to tell the engine what time it is, and it does the math for the shadows, the skybox colors, and the moon position. But how do you actually script that in a way that's smooth and easy to customize? Let's break it down.

Understanding the Lighting Service

Before we start typing out code, you've got to know what we're actually messing with in Studio. If you look at the Explorer window and click on Lighting, you'll see a property called ClockTime. This is a number between 0 and 24. 12 is noon, 0 (or 24) is midnight, and everything in between represents the hours of the day.

There's also TimeOfDay, which is a string (like "14:00:00"), but honestly, scripting with ClockTime is way easier because it's a simple number. You can add 0.1 to it, subtract from it, or use it in math equations without having to worry about formatting strings. When we write our script, we're basically just going to be telling the game to slowly increase that ClockTime value over and over again.

A Simple Starting Script

If you just want something that works right now, you can toss a Script into ServerScriptService. Here's the most basic way to do it:

```lua local Lighting = game:GetService("Lighting")

while true do Lighting.ClockTime = Lighting.ClockTime + 0.01 task.wait(0.1) end ```

This is the "hello world" of day-night cycles. It tells the game to add a tiny bit to the time every tenth of a second. It works, but it's a bit well, basic. If you run this, you'll see the sun move, but you don't have much control over how long a "day" actually lasts in real-world minutes. Plus, using a flat 0.1 wait time isn't always the smoothest way to handle things.

Making the Timing More Professional

Usually, you want to be able to say, "I want my game day to last 10 minutes." To do that, we need a little bit of math. Instead of just guessing numbers, we can calculate how much the ClockTime should change based on a MinutesPerHour variable.

Let's refine that script. This version is much better because it lets you easily change the speed at the top of the script without digging through the loop.

```lua local Lighting = game:GetService("Lighting") local minutesForAFullDay = 12 -- How many real-life minutes a full day lasts

-- The math part local scriptSpeed = 1 / (minutesForAFullDay * 60 / 24)

while true do Lighting.ClockTime = Lighting.ClockTime + scriptSpeed task.wait(1) end ```

In this version, if you change minutesForAFullDay to 5, the whole cycle from sunrise to sunset and back again will take exactly five minutes. It makes balancing your gameplay a lot easier. If your game feels too rushed, just bump that number up.

Why Smoothness Matters

One thing you'll notice in many roblox day night cycle script studio setups is that the shadows might "jump" if the wait time is too high. If you update the time every second, the shadows move in little stutters. It looks okay from a distance, but if a player is standing still near a tree, they'll see the shadow tick-tick-tick across the grass like a clock.

To fix this, you want to update the time more frequently but with smaller increments. Using task.wait() without a number inside it will make the script run every single "heartbeat" of the server (usually about 60 times a second). This makes the sun movement buttery smooth. Just keep in mind that doing too much math on every heartbeat can eventually hurt performance if you have a massive script, but for a simple time change, it's perfectly fine.

Adding Atmosphere and Colors

A real day-night cycle isn't just about the sun moving; it's about the vibe. When the sun goes down, the air usually gets a bit cooler (visually speaking), and the lighting gets dimmer.

You can actually script the OutdoorAmbient or Atmosphere properties to change based on the ClockTime. For example, when ClockTime is between 18 and 19 (sunset), you might want to shift the Ambient color to a deep orange or purple. When it hits midnight, you might want to turn up the Brightness of the stars or add some blue tint to the world so it doesn't just look like a "black" version of the daytime.

Most people forget about the Brightness property. During the day, you might want it at 3, but at night, dropping it down to 1 or 0.5 makes a huge difference in how "night-like" the game feels.

Server vs. Client Scripts

Here is a common debate: should the day-night cycle be a Server Script or a LocalScript?

If you put it in a Server Script (in ServerScriptService), everyone in the game sees the exact same time. This is usually what you want, especially if you have gameplay mechanics tied to time—like monsters that only spawn at night or streetlights that turn on at 8 PM.

However, if you put the code in a LocalScript (inside StarterPlayerScripts), the time is calculated only for that specific player. Why would you do this? Well, maybe you want to give players a "Time of Day" setting in their menu. Or maybe you want the cycle to be perfectly smooth without relying on server lag. The downside is that if one player joins at 2 PM, and another joins five minutes later, their clocks might be totally out of sync unless you do some extra work to sync them up using os.time().

For 90% of games, a Server Script is the way to go. It keeps things simple and ensures everyone is playing in the same atmosphere.

Dealing with Streetlights and Buildings

Once you've got your roblox day night cycle script studio logic running, you'll probably want the world to react to it. It looks pretty weird if the sun goes down and the city stays pitch black.

You can add a simple check inside your loop (or use a separate Changed signal) to look at the ClockTime. If the time is greater than 18 or less than 6, you can loop through a folder of streetlights and turn their Transparency down and their PointLight on.

It looks something like this:

lua if Lighting.ClockTime > 18 or Lighting.ClockTime < 6 then -- It's night! Turn on the lights. for _, light in pairs(game.Workspace.StreetLights:GetChildren()) do light.LampPart.Material = Enum.Material.Neon light.PointLight.Enabled = true end else -- It's day! Turn them off. for _, light in pairs(game.Workspace.StreetLights:GetChildren()) do light.LampPart.Material = Enum.Material.Glass light.PointLight.Enabled = false end end

Wrapping It Up

Creating a cycle isn't just about writing a loop; it's about making the world feel alive. You can start with a basic five-line script, but the real magic happens when you start tweaking the fog, the colors, and the way the environment reacts to the darkness.

Don't be afraid to experiment with the MinutesPerHour settings. Some games feel better with a long, 30-minute day, while fast-paced survival games might benefit from a quick 10-minute cycle to keep players on their toes. Whatever you choose, having a solid roblox day night cycle script studio foundation makes the rest of your world-building so much more rewarding. Just remember to keep an eye on your performance and make sure those transitions feel natural!