Missing shadows in lightmap?

Hi there,

I’m still wrapping my head around Enlighten (I mostly create non-standard Unity applications), and I bumped into the following issue:

The cave wall is lightmap static, the poles are not lightmap static (and even if they are, their shadows are not baked). Can anyone point out to me what I’m doing wrong? Thanks!

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Use a realtime light or make the poles lightmap static.

Testing it again now, setting objects to lightmap static does indeed have them cast shadow, I must’ve messed that up somehow when I tried that earlier.

However, I took all small-ish objects out of the lightmap on purpose, because otherwise the bake time gets insane very fast - and from what I read around the internet, this is how you are supposed to set up baking.

So, is there a way to have objects cast shadow onto lightmapped objects, but be lit by light probes themselves?

You need to use realtime lights for that.

(and mixed in the future, it’s scheduled to be fixed in 5.4)

Ah, too bad, it seems to me that it would make a lot of sense for there to be some kind of “lightmap shadow caster only static” flag.

I switched to all real time lights and deferred in the mean time - I went the baked route at first because deferred was a judderfest in the editor (it’s a VR demo), but it’s smooth in a stand alone build.Thanks for your help!

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