![]() ![]() The On Awake option renders the probe only once when it first becomes active. ( Realtime type only) Selects if and how the probe will refresh at runtime. ![]() ( Custom type only) Sets a custom cubemap for the probe. The six squares form the faces of an imaginary cube that surrounds an object each face represents the view along the directions of the world axes (up, down, left, right, forward and back). ( Custom type only) Forces objects not marked as Static to be baked in to the reflection.Ĭubemap A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. If you want to capture dynamic GameObjects in a baked Reflection Probe, select Custom and enable Dynamic Objects. More info See in Glossary at runtime that have their Reflection Probe Static flag disabled. A GameObject’s functionality is defined by the Components attached to it. If you select Baked, the Reflection Probe does not capture GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. If your Project uses the Built-in Render Pipeline, Unity displays the following properties:Ĭhoose whether the probe is for a Baked, Custom, or Realtime setup.If your Project uses the High Definition Render Pipeline (HDRP), see the HDRP package documentation microsite.If your Project uses the Universal Render Pipeline (URP), see the URP package documentation microsite.More info See in Glossary that your Project uses. Unity lets you choose from pre-built render pipelines, or write your own. More info See in Glossary depending on the render pipeline A series of operations that take the contents of a Scene, and displays them on a screen. Unity displays different properties in the Reflection Probe Inspector A Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. A Reflection Probe showing reflections from a nearby object Properties The result is that the reflections on the object can change convincingly according to its environment. More info See in Glossary and objects can be set to use the cubemap produced by the nearest probe. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. Several reflection probes can be used in a given scene A Scene contains the environments and menus of your game. The captured image is then stored as a Cubemap that can be used by objects with reflective materials. More info See in Glossary that captures a spherical view of its surroundings in all directions. The output is either drawn to the screen or captured as a texture. A Reflection Probe is rather like a camera A component which creates an image of a particular viewpoint in your scene. ![]()
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