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January 3, 2026
Question

[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.