Occlusion and Shadows in full space MR app

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?


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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

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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.