Object is still casting shadows despite "Cast Shadow" being turned off

Godot Version 4.3

Hi, I have a model in the game world that’s acting as my FPS weapon model. I want to try and disable the shadows on it, but despite the [Cast Shadow] flag under GeometryInstance3D being set to “Off”, and even the [Shadow Mesh] has been set to empty, it still somehow manages to cast a shadow. Here’s a screenshot showing an example, as well as the work window in case it shows something that I’m missing.

I’m assuming that I didn’t import the model properly or something, which is causing the engine to overlook flags set to an instance of the model in-game. But at my level, I have no way of knowing what needs to be done in order to get it to recognize that the flag has been turned off.

EDIT: Okay, I just ran a quick test and found that editing other basic flags, like “Visibility” also are not reflected in-game. Which means it’s definitely an issue related to the instance of an object not getting the memo on what its parameters are.

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UPDATE: In keeping with my cross-forum tradition of “I try to solve a problem for several days before finally giving up and asking a forum and then immediately finding the solution on m own”, I have found the solution. Or rather, I’ve found a solution. Setting the object’s instance in the player scene to have “editable children” and then setting the “cast shadows” flag to “off” from there seems to have worked.

That being said, that feels like a very clunky solution that doesn’t get to the root of the actual problem, and I’d like to know if there’s a better way of doing it.

Make sure that you are instantiating the tscn scene and not the glb scene in your other scene.