You can configure the real-time and baked shadow settings for each Light component using the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary.
Each Mesh RendererA mesh component that takes the geometry from the Mesh Filter and renders it at the position defined by the object’s Transform component. More info
See in Glossary in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary also has a Cast Shadows and a Receive Shadows property, which must be enabled as required.
Enable Cast Shadows by selecting On from the drop-down menu to enable or disable shadow casting for the meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary. Alternatively, select Two Sided to allow shadows to be cast by either side of the surface (so backface culling is ignored for shadow casting purposes), or Shadows Only to allow shadows to be cast by an invisible GameObjectThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary.
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