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GroundingShadowComponent — working on iOS/iPadOS by anyone?
Following up on thread 733918 (visionOS grounding shadows, solved by applying GroundingShadowComponent(castsShadow: true) to every ModelEntity in a hierarchy, not just the root). I've implemented that exact fix in an ARKit + RealityKit app on iOS/iPadOS (LiDAR devices, iOS 18+) — recursively applying the component to every entity with a ModelComponent, confirmed via logging that it's actually set. Real-world grounding shadows still never appear, under every configuration tried: Object anchored via a .plane-type AnchoringComponent.Target ARView.debugOptions.showAnchorGeometry confirms real collision geometry exactly where the object rests Ruled out the debug scene-understanding overlay visually masking the shadow (disabled it, no change) Inter-object shadows (virtual-on-virtual, via DirectionalLightComponent.Shadow) work fine — lighting itself isn't broken, just shadows onto the real-world mesh The pre-iOS 18 path (ARView.environment.sceneUnderstanding.options.insert(.receivesLighting)) also no longer produces a real-floor shadow — tried DirectionalLightComponent(isRealWorldProxy: true) and intensity from 800 up to 4000, no visual change either way. Two questions: Has anyone actually confirmed GroundingShadowComponent rendering a real-world shadow on iOS/iPadOS, or is it visionOS-only in practice despite being available on the iOS 18+ SDK? visionOS's documented fix for the same "lights don't affect passthrough" limitation is the ShadowReceivingOcclusionSurface Shader Graph node — is there an iOS/iPadOS equivalent, or is that visionOS-exclusive? Trying to determine if this is an unreported regression worth filing, or if there's an undocumented step I'm missing.
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GroundingShadowComponent — working on iOS/iPadOS by anyone?
Following up on thread 733918 (visionOS grounding shadows, solved by applying GroundingShadowComponent(castsShadow: true) to every ModelEntity in a hierarchy, not just the root). I've implemented that exact fix in an ARKit + RealityKit app on iOS/iPadOS (LiDAR devices, iOS 18+) — recursively applying the component to every entity with a ModelComponent, confirmed via logging that it's actually set. Real-world grounding shadows still never appear, under every configuration tried: Object anchored via a .plane-type AnchoringComponent.Target ARView.debugOptions.showAnchorGeometry confirms real collision geometry exactly where the object rests Ruled out the debug scene-understanding overlay visually masking the shadow (disabled it, no change) Inter-object shadows (virtual-on-virtual, via DirectionalLightComponent.Shadow) work fine — lighting itself isn't broken, just shadows onto the real-world mesh The pre-iOS 18 path (ARView.environment.sceneUnderstanding.options.insert(.receivesLighting)) also no longer produces a real-floor shadow — tried DirectionalLightComponent(isRealWorldProxy: true) and intensity from 800 up to 4000, no visual change either way. Two questions: Has anyone actually confirmed GroundingShadowComponent rendering a real-world shadow on iOS/iPadOS, or is it visionOS-only in practice despite being available on the iOS 18+ SDK? visionOS's documented fix for the same "lights don't affect passthrough" limitation is the ShadowReceivingOcclusionSurface Shader Graph node — is there an iOS/iPadOS equivalent, or is that visionOS-exclusive? Trying to determine if this is an unreported regression worth filing, or if there's an undocumented step I'm missing.
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