How to make a light turn off at a certain time of day <p>I'm currently making an exploration game and using a dynamic time of day changer for day and night. I wanted to know how to turn off the player's flashlight at noon of the day. The script for the TOD setting:</p> <pre><code>var slider: float; var slider2: float; var Hour: float; private var Tod: float; var sun: Light; var speed = 50; var NightFogColor: Color; var DuskFogColor: Color; var MorningFogColor: Color; var MiddayFogColor: Color; var NightAmbientLight: Color; var DuskAmbientLight: Color; var MorningAmbientLight: Color; var MiddayAmbientLight: Color; var NightTint: Color; var DuskTint: Color; var MorningTint: Color; var MiddayTint: Color; var SkyBoxMaterial1: Material; var SkyBoxMaterial2: Material; var SunNight: Color; var SunDay: Color; //THIS WAS ADDED IN TUTORIAL NUMBER 24. It allows for changing the color that reflects of a water object. //Uncheck IncludeWater if you are not interested in using this. var Water: GameObject; var IncludeWater = false; var WaterNight: Color; var WaterDay: Color; function OnGUI() { if (slider &gt;= 1.0) { slider = 0; } slider = GUI.HorizontalSlider(Rect(20, 20, 200, 30), slider, 0, 1.0); Hour = slider * 24; Tod = slider2 * 24; sun.transform.localEulerAngles = Vector3((slider * 360) - 90, 0, 0); slider = slider + Time.deltaTime / speed; sun.color = Color.Lerp(SunNight, SunDay, slider * 2); //THIS WAS ADDED IN TUTORIAL NUMBER 24. It allows for changing the color that reflects of a water object. //Uncheck IncludeWater if you are not interested in using this. if (IncludeWater == true) { Water.renderer.material.SetColor("_horizonColor", Color.Lerp(WaterNight, WaterDay, slider2 * 2 - 0.2)); } if (slider &lt; 0.5) { slider2 = slider; } if (slider &gt; 0.5) { slider2 = (1 - slider); } sun.intensity = (slider2 - 0.2) * 1.7; if (Tod &lt; 4) { //it is Night RenderSettings.skybox = SkyBoxMaterial1; RenderSettings.skybox.SetFloat("_Blend", 0); SkyBoxMaterial1.SetColor("_Tint", NightTint); RenderSettings.ambientLight = NightAmbientLight; RenderSettings.fogColor = NightFogColor; } if (Tod &gt; 4 &amp;&amp; Tod &lt; 6) { RenderSettings.skybox = SkyBoxMaterial1; RenderSettings.skybox.SetFloat("_Blend", 0); RenderSettings.skybox.SetFloat("_Blend", (Tod / 2) - 2); SkyBoxMaterial1.SetColor("_Tint", Color.Lerp(NightTint, DuskTint, (Tod / 2) - 2)); RenderSettings.ambientLight = Color.Lerp(NightAmbientLight, DuskAmbientLight, (Tod / 2) - 2); RenderSettings.fogColor = Color.Lerp(NightFogColor, DuskFogColor, (Tod / 2) - 2); //it is Dusk } if (Tod &gt; 6 &amp;&amp; Tod &lt; 8) { RenderSettings.skybox = SkyBoxMaterial2; RenderSettings.skybox.SetFloat("_Blend", 0); RenderSettings.skybox.SetFloat("_Blend", (Tod / 2) - 3); SkyBoxMaterial2.SetColor("_Tint", Color.Lerp(DuskTint, MorningTint, (Tod / 2) - 3)); RenderSettings.ambientLight = Color.Lerp(DuskAmbientLight, MorningAmbientLight, (Tod / 2) - 3); RenderSettings.fogColor = Color.Lerp(DuskFogColor, MorningFogColor, (Tod / 2) - 3); //it is Morning } if (Tod &gt; 8 &amp;&amp; Tod &lt; 10) { RenderSettings.ambientLight = MiddayAmbientLight; RenderSettings.skybox = SkyBoxMaterial2; RenderSettings.skybox.SetFloat("_Blend", 1); SkyBoxMaterial2.SetColor("_Tint", Color.Lerp(MorningTint, MiddayTint, (Tod / 2) - 4)); RenderSettings.ambientLight = Color.Lerp(MorningAmbientLight, MiddayAmbientLight, (Tod / 2) - 4); RenderSettings.fogColor = Color.Lerp(MorningFogColor, MiddayFogColor, (Tod / 2) - 4); //it is getting Midday } } </code></pre> <p>Thank you!</p>