[Building Blocks]Networked Avatar not casting shadows
Hi everyone,
I am developing a multiplayer VR game using Unity and Meta Building Blocks. specifically the [BuildingBlock] Networked Avatar for player representation.
The Goal: I need the avatars to cast real-time shadows on the ground when illuminated by scene lighting to enhance presence.
The Issue: When I build the APK and run it on Meta Quest 2, the avatars receive lighting (they look lit), but they do not cast any shadows on the environment.
Environment Details:
Unity Version: 2022.3.26f1]
Meta Avatars SDK Version: 40.0.1
Render Pipeline: URP (Universal Render Pipeline)
Target Device: Meta Quest 2/Meta Quest 3
Settings I have checked:
I am using the [BuildingBlock] Networked Avatar.
The Directional Light in the scene is set to Realtime (or Mixed) and Shadow Type is set to Soft/Hard Shadows.The ground object is set to "Receive Shadows".
My Question: Is there a specific setting within the Building Blocks configuration or the Avatar shader that I need to enable to force the Avatar to cast shadows on mobile builds? Or is this a limitation of the default material used by the Networked Avatar block?
Any advice would be appreciated. Thanks!
The BuildingBlocks I used in the project.I used spot light to let my avatar have shadow on the wall.The light setting I used in the project.The real situation I met when I build an apk and run in my quest 2,I can't see any shadow appear on the wall in front of me.