shadowStatic property

bool shadowStatic
getter/setter pair

Marks this node's meshes as static shadow casters: their geometry, material coverage, and world transform are promised not to change while mounted, so the engine may render them into cached shadow-map tiles that are reused across frames instead of re-encoding every caster every frame. Large static worlds become dramatically cheaper to shadow; nodes left dynamic (the default) still cast per-frame shadows on top of the cache. A static node that does change (moves, remesh, material coverage edit) shows stale shadows until its render item re-registers, so flag only genuinely static content. Not inherited by children; set it on each mesh-bearing node. Materials with a vertex { } displacement stage should stay dynamic, since their cached shadows would not follow a camera-dependent displacement.

Implementation

bool shadowStatic = false;