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viewport
9 years agoProtege
Reflection Probes in VR?
Unity Reflection Probes works really well in normal screens, but unless I am doing something wrong, in VR they don´t have any sense of depth at all, they looks like 2d moving textures sticked on the surfaces.
Have anyone had any success on reflections like the image below, even with third party assets?

Have anyone had any success on reflections like the image below, even with third party assets?

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- leftlerProtegeI have not tried any yet but from Unity's Tutorial page on Optimisation for VR in Unity
Reflection Probes
Reflection probes store cubemaps of their surroundings to allow for realistic reflections, and can impact performance. Please be aware that real-time mode reflection probes are too slow to use in VR at this time. - vrdavebOculus StaffWhich version of Unity are you using? There was a known issue with reflection probes in Unity 5.1 and early versions of 5.2. You may have better luck with 5.3 and up. They have proper depth in VikingVillage when I test it.
- viewportProtegeUnity Version 5.3.2f1 personal.
Reflection probes tested:
-Reflection Probe Baked.
-Reflection Probe Realtime on Awake and Every Frame.
-Box projection on and off.
Reflection probes looks equal in both eyes, has no parallax effect on surfaces. (No sense of depth) - vrdavebOculus StaffIf I build the following project with 5.3.3p1 and look at the puddles, there is clear parallax in the reflections. Can you compare the reflection probe usage in this project to yours? https://www.assetstore.unity3d.com/en/#!/content/29140
- viewportProtegeThank you vrdaveb for your time looking at this post.
I have tested the scene you suggested and I have noticed reflection probes does works well, however I have also find, as soon as I switch the scene from Deferred rendering to Forward, the problem of 2D reflections probes come's back again.
I can always switch my Oculus projects back to Deferred, but my understanding is there are currently some major problems with AA. So my question Is, is this an expected limitation of Forward rendering or it could be consider as a fixable bug.
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