Right now, I have been playing with shadows to add a feel to an office scene. And it is driving me “up the wall” - if you will pardon the pun.
I want to cast shadows onto the floor and walls of the office, and I want to use a point light. As you can see from the first image below, I get no shadow on the walls and floor when I have that wall/floor mesh set to receive shadows even though the desktop is receiving shadows from the same light (mug and gun)
If I split the wall and floor apart, and set both to receive shadows the floor does get shadows, but not the walls (and again so does the desk top mug and gun) Second image below.
I looked at some playgrounds to see if there had to be flat meshes to receive shows, but this example shows a 3d object - a sphere - receiving shadows. And it uses a Point light
Not that this is an answer, but could you not use the exporter to almost all of this code? Meshes have cast and receive custom properties.
Lights have shadow map custom properties. Kind of feel like I am setting myself up by pointing this out though, unless you are already doing that, and just doing it in code now for the PG.
After playing a bit with your PG and using inspector i have found out that your point light has set includedOnlyMeshes property, setting that to empty array solves your issue:
The last time I tried the exporter - it did not like the “point” light for shadows. That is why I switched to code. And you know me - I stay away from code if I can