Unity Issue Tracker - GameObject shadows are cast as Mesh Filter Mesh instead of Mesh Renderer material Mesh when the Screen Space Shadows Renderer Feature is enabled and the platform is Android or iOS
Closed
UUM-62075
GameObject shadows are cast as Mesh Filter Mesh instead of Mesh Renderer material Mesh when the Screen Space Shadows Renderer Feature is enabled and the platform is Android or iOS
Unity: Lighting
Won't Fix
6.2.X
6.1.X
6.0.X
2023.3.X
2023.2.X
2022.3.X
2021.3.X
Cancelling this port, as the issue will be addressed in the 6000.0.x port
Cancelling this 2023.2 tech release issue since the support for this release has come to end of life. Cancelling this 2023.2 port case does not affect any LTS or Unity 6 Beta/Preview that remain open.
Steps to reproduce:
1. Open the “IN-66249” project in Android or iOS platform
2. Open the “ShadowReceiverDemoScene” scene
3. In the Hierarchy window select “Shadow Receivers” → “ShadowReceiverDoubleSided” GameObject
4. In the Scene view move the Scene view Camera around so the selected GameObject would be in front of any of the “Cube” GameObjects
Expected result: Only the Mesh of the material is cast onto the “Cube” GameObject
Actual result: The “ShadowReceiverDoubleSided” GameObject Cylinder mesh is cast onto the Cube GameObject
Testing environment: macOS Sonoma 14.2.1 (Intel)
Not reproducible on: No other environment tested
Notes:
Doesn’t reproduce in Standalone, WebGL platforms, but reproduces in Android, iOS platforms
The issue is reproducible in both the Editor and the Player
Doesn’t reproduce when changing Mesh Renderer → Materials → Mouse right-click on a material → Properties → Queue Control to UserOverride and Render Queue to Transparent
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Have a workaround or additional info about this issue?