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Question by Guedez · Jan 09, 2015 at 06:01 PM · shadowdebug

Displaying where real time shadows would be for debugging purposes

I do not currently own Unity Pro, so I can't have dynamic shadows, but for my game, that, if I ever finish it, will have shadows working as cover, so I need to know where they would be to be able to test the mechanics/level design/etc..

What is a good way to tell where the shadows would be? It don't need to be good looking, just need to work. I was thinking of raycasting from light sources, and after the first collision, draw a Ray until the next collision or something. But there might be an better solution, especially since I want it to work for ALL light sources

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