Hello all,
I am seeing a pretty severe issue with reflection probes. In the editor reflections seem to work fine with a slight flicker. However, once I made a standalone I noticed some pretty bad issues. I tested on Windows 8.1, Nvidia GTX 970 and the latest drivers available. The application is running in DX11 mode. The reflections flicker between the two images seen below:
Here is a reference image with the reflection probe disabled:
Any idea what is going on? Any idea how to fix it? Is this a bug?
I found one problem with the flickering which fixed it in the editor. This is what I used to have to update my reflection probe:
using UnityEngine;
public class ReflectionsUpdate : MonoBehaviour {
private int renderID = -1;
void LateUpdate () {
ReflectionProbe r = gameObject.GetComponent<ReflectionProbe>();
if ((renderID == -1 || r.IsFinishedRendering(renderID)) && r.enabled) {
renderID=r.RenderProbe(false);
}
}
}
I realized that the above code mixes the time-sliced mode with the immediate mode. So this is what I have now:
using UnityEngine;
public class ReflectionsUpdate : MonoBehaviour {
private int renderID = -1;
public bool timeSlice = true;
void LateUpdate () {
ReflectionProbe r = gameObject.GetComponent<ReflectionProbe>();
if (timeSlice) {
if ((renderID == -1 || r.IsFinishedRendering(renderID)) && r.enabled) {
renderID=r.RenderProbe(true);
}
} else {
if (r.enabled) {
renderID=r.RenderProbe(false);
}
}
}
}
Like I said, this fixed the flickering in the editor. Now reflections work and look exactly like they should be in the editor.
Now this is what reflections look like if I build a Windows x86 standalone:
Please submit a bug with repro project attached, thank you. You can do it via menu in Unity, Help->Report a Bug