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Thanks!

"I did the lighting effect in the most expensive but easy for me to make way possible. All the lighting tiles (an array of sprites from full black transitioning to transparent) are individual objects (extra sprites a layer above everything else), and the player or anything with light has a collection of collision circles to tell the tiles how dark they should be. They are pooled and recycled for each room tho. I originally was going to go with a system using unity's tilemap and re-writing the tiles based on their distance from a light source but I thought it would take longer to make. I imagine the best way would be a shader."

Oh interesting! That is not at all what I was expecting but a really cool way of tackling that and it came out really nice. 

I do what I gotta do lol