I would like for my objects to:
1- cast shadows on the real world passthrough
2- be occluded by the real world (I don’t want to see an object that is behind a wall)
Do I need to use the AR Foundation Room Mesh for this, with a specific shader, or is there a more direct way to do it with Polyspatial?
Were you ever able to get this to work?
Unfortunately no, but I haven’t found the time to truly deep dive into the question
For this, we are adding support (i.e., a Unity proxy component) for GroundingShadowComponent. I don’t know for certain that that casts shadows on real-world objects, but I believe it does.