Finally got my shadows.
So here’s what I ensured:
Goto Tools > Platforms > Device Profiles and goto Quest 3 (or your device). There’s a scalability option where you can add console commands. Add one and select sg.shadowquality and set it to 3. (you can test 2 but I’m using 3).
Also, ensure any lights you wish to cast dynamic shadows from are set to Stationary and NOT movable.
In those lights goto cascaded shadow maps and set the ‘Num Dynamic Shadow Cascades’ to 4. Set ‘Dynamic Shadow Distance Stationary Light’ to 8000.
Just incase it matters, I’m also using virtual shadow maps, have enabled virtual textures for mobile. I’m still using forward rendering.
I set the windows RHI to DirectX 12, Hardware raytracing to enabled and also enabled the GPU Lightmass plugin.
I baked my scene using GPU Lightmass and now have great looking lighting aswell as dynamic shadows that blend naturally with my scene based on the Directional Light being set to Stationary.
Does this work with stationary point lights? No idea yet.