Realtime reflection probes breaking with realtime GI

I’ve been working with Realtime GI and realtime reflection probes, but occasionally, I get some very strange effects. It’s best to just post a picture:

Note both the light and reflection probes retain the ‘correct’ scene lighting.

This doesn’t happen every time, and a scene will be fine for a while until I do something like create a camera or redo a bake. It’s hard to replicate, and once it happens, all probes in the scene are more or less permanently broken.

The only workaround is to disable HDR, but that causes any static objects in the scene (walls, floors, glass) to not receive reflection data. Switching to baked probes does fix the static object issue, but I still can’t use HDR, and the project calls for dynamic reflections since the lighting in any given room is subject to dramatic change at runtime. Switching back to realtime will revert the probes back to broken.

I was working in 5.1.1, but I upgraded to 5.1.2 in order to troubleshoot this issue and it still does this. I haven’t been able to find any reference to this issue elsewhere, so I’m hoping someone here might know about this/have a workaround/be able to help. Thanks!

I have the same problem with with Realtime GI and realtime reflection probes.

My scene is not very complex and big. It’s just a subway train :wink:

Realtime Reflection Probs:
With some realtime reflection probs in my scene (up to 4) the lighting is correct.
After baking I have to restart unity to get the right result.
If I have more than 4 probs in my scene the lighting stays broken. (no shaddows)

Baked Reflection Probs:
With baked Reflection Probs + not auto baking the lighting result is correct even with a lot of probs.
With baked Reflection Probs + auto baking i have to restart unity to get the right result.

I could not reproduce it with a simple Unity Primitives Scene.

Version: Unity 5.1.2p3

Any help?