Shadow caster works incorrectly on character with rig.

I created a character and rigged it. I then added the shadow caster component and it uses incorrect silhouette. Also, it doesn’t follow animation changes. I dug into the code of shadow caster and found that it uses something like a mesh and from that casts shadows. Can I access the current mesh of 2d sprite with rigging and use it as a shadow caster?

IIRC, no. Currently shadowcaster uses editable colliders like normal 2D colliders which doesn’t follow sprites on shapes.

I don’t know if you create a mesh feed it into shadowcaster tho, but I don’t have my hopes high there.