Is there any way to do that yet? I have had hope that it will be possible in Unity 5 but it’s not. I’ve tried to do that using reflection props but ther ayre useless in this case.
You could use a rendertexture on a plane and place a camera behind the plane. This is the easiest option and requires no scripting.
Alternatively use a reflective shader.
There is also the Reflection Probe which is best in realtime, otherwise it’s just baked. (Expensive though)
Edit: After playing with probes, you are right : The quality is dismal, objects are out of place and the wrong size and it all changes every time you resize anything.
I did find this on the wiki which actually gives better results, but still not perfect.:
Probes are now viable but still a bit meh in some conceptual ways.
to get it to work as a mirror I used this script:
var plane : GameObject;
var character : GameObject;
var offset : float;
var directionFaced : Direction;
function Update () {
if(directionFaced == Direction.X){
offset = (plane.transform.position.x - character.transform.position.x);
transform.position.x = plane.transform.position.x + offset;
transform.position.y = character.transform.position.y;
transform.position.z = character.transform.position.z;
}
if(directionFaced == Direction.Y){
offset = (plane.transform.position.y - character.transform.position.y);
transform.position.x = character.transform.position.x;
transform.position.y = plane.transform.position.y + offset;
transform.position.z = character.transform.position.z;
}
if(directionFaced == Direction.Z){
offset = (plane.transform.position.z - character.transform.position.z);
transform.position.x = character.transform.position.x;
transform.position.y = character.transform.position.y;
transform.position.z = plane.transform.position.z + offset;
}
}
//makes the possible directions
public enum Direction{
X,Y,Z
}
With the variable “plane” being the mirror surface and the “character” being the player’s camera.
There’s a few other things I had to do to make this actually work and I go into step by step detail in the video here.