I've been working in a test scene and I just can't seem to figure out why it doesn't work while it's probably quite obvious. I've already spent many hours looking for the answer but I simply can't find it, so here it goes:
I'm using Beast to bake shadows on several objects in my scene which I have marked as static. An image of the scene can be viewed below. I've baked both point lights on the cubes and the plane by using 'bake selected' and excluded the blue ball by not selecting it. Everything seems to work just fine, but after the scene is baked I can't seem to project any real time calculated shadows on the lightmapped objects anymore. The blue ball can cast a shadow on any new object I bring into the scene, but not one of the lightmapped ones.
Is it possible for the plane and cubes to receive additional shadows of none-lightmapped objects such as the blue ball? If so, how would I achieve this?
![alt text] : /storage/temp/1983-lightbaking_testscene.jpg
Thank you for your time.
Is the ball set to cast shadows?
What shaders are you using and what is your render path? I'm not sure if you can have shadows with Lightmapped geometry that's vertex lit for example - you can't even have real-time lights working without writing some funky shaders.
Are you running Unity Pro? I believe real-time shadows are a Pro feature:
answered Jul 18 '12 at 08:38 PM