For context: I recently joined a company who were already working on this project and I’m very new to this engine.
All the meshes are imported as blender files, I’ve had to turn on ‘‘editable children’’ to be able to make the mesh unique and be able to unwrap, But unwrapping disables shadowcasting like the mesh isn’t even there. It’s for a mobile game so I’m not sure if realtime lighting is a good option.
I think this may actually be intended, given you have a LightmapGI instance in the scene. Lights (and their shadows) on static surfaces won’t be visible until lights are baked for lights that have the Static bake mode. This doesn’t apply to lights that use the Dynamic bake mode, whose direct light and shadow are drawn in real-time even on lightmappe surfaces (only their indirect light is baked).
What I find strange though is that you still get the real-time light showing up, but not its shadow. Usually, you’d have both (for lights with the Dynamic bake mode) or neither (for lights with the Static bake mode).
Can you open an issue on GitHub with a minimal reproduction project attached?