1) The way to make objects receive shadows is to use a material
script. I have not been able to figure out how it exactly works
though. In order to get a material script that should work, copy the
material that the building in the demo world uses and replace the UUID
of the base texture.

It would be quite nice if someone would take the time to properly
document how REX shadows in material scripts actually function.

Also, setting object shadows to true doesn't work and has never
worked. Next to that, you might not always want shadows to be cast on
literally everything for performance reasons.
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