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Question by maksymdev · Dec 10, 2019 at 12:42 PM · lightingrenderinggraphicsshadowsmap

Realtime shadows pass through gameobjects

I've previously asked this question but it's really annoying that no one really knows the answer. All I need is to understand WHY it happens... is this something that Unity renders and it's impossible to change? Do I have to live with that? What's the problem with those shadows (it's bothering me since half of the year).


As shown on the photo below shadows behave in such way. They pass through gameobject.


On the scene there are:

  • DIRECTIONAL LIGHT (REALTIME, SOFT OR HARD SHADOWS DOESN'T MATTER)

  • CHARACTER THAT CASTS SHADOWS

  • TILES THAT SHOULD RECEIVE SHADOWS BUT NEVER CAST ANY

  • SHADOW DISTANCE SET BETWEEN 50-100 BECAUSE I NEED SHADOWS ON EVERY LEVEL


Check screenshot for more. I don't really want to use shadowprojectors (they seem to be unefficient) or faking shadows... I believe those are really nice addition to the look of the game.


alt text

capture.png (504.1 kB)
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Answer by phatLINE · Dec 17, 2019 at 11:26 PM

I dont have a solution for this problem, but I do find my self in your position.

If I set casting shadows to "On" (for static meshes), it works, but gives me shadows in places I don't want them. So the only solution I have come up with so far, is creating my own shadow caster sprite, child object.

Sorry, wish I had a solution to this

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Answer by aoboaten · Aug 26, 2020 at 02:55 AM

Were you able to find a solution to this problem. I have been stuck for days

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