Realtime Updating Cubemap, won't work!

Hello guys
I am trying to use the Unity3D reference posted source for realtime updating cubemaps, available here: Unity - Scripting API: Camera.RenderToCubemap
(The second source).
But I don’t know how to setup. I tried to put this script on my mesh which also have Mesh Renderer, and then I changed the material to Reflective/Diffuse.
But this does not want to render cubemaps and apply on the mesh. How can I fix this? Thanks.

do you have unity pro?

This seems to happen if you save the scene first and then hit play… usually fixes it for me…

Yes I have Unity Pro with also Android Pro, which is the target platform. I am going to try it without save before playing. My biggest problem is that I cannot stop my finger to press Ctrl S, it’s impossible! haha, I want to ask, does this work also android? Thanks guys, I will let you know in less then 1 minute!

No I don’t know why, but it didn’t worked!

Now I get this error:

and

What is?

using UnityEngine;
using System;

// Attach this script to an object that uses a Reflective shader.
// Realtime reflective cubemaps!
[ExecuteInEditMode()]

class RenderCubemapReflection : MonoBehaviour
{
    public int cubemapSize = 128;
    public float nearClip = 0.01f;
    public float farClip = 500;
    public bool oneFacePerFrame = false;
    public LayerMask layerMask;
    private Camera cam;
    private RenderTexture rtex;

    void Start()
    {
        // render all six faces at startup
        UpdateCubemap(63);
    }

    void LateUpdate()
    {
        if (oneFacePerFrame)
        {
            int faceToRender = Time.frameCount % 6;
            int faceMask = 1 << faceToRender;
            UpdateCubemap(faceMask);
        }
        else
        {
            UpdateCubemap(63); // all six faces
        }
    }

    void UpdateCubemap(int faceMask)
    {
        if (!cam)
        {
            GameObject go = new GameObject("CubemapCamera", typeof(Camera));
            go.hideFlags = HideFlags.HideAndDontSave;
            go.transform.position = transform.position;
            go.transform.rotation = Quaternion.identity;
            cam = go.camera;
            cam.cullingMask = layerMask;
            cam.nearClipPlane = nearClip;
            cam.farClipPlane = farClip;
            cam.enabled = false;
        }

        if (!rtex)
        {
            rtex = new RenderTexture(cubemapSize, cubemapSize, 16);
            rtex.isPowerOfTwo = true;
            rtex.isCubemap = true;
            rtex.hideFlags = HideFlags.HideAndDontSave;
            foreach (Renderer r in GetComponentsInChildren<Renderer>())
            {
                foreach (Material m in r.sharedMaterials)
                {
                    if (m.HasProperty("_Cube"))
                    {
                        m.SetTexture("_Cube", rtex);
                    }
                }
            }
        }

        cam.transform.position = transform.position;
        cam.RenderToCubemap(rtex, faceMask);
    }

    void OnDisable()
    {
        DestroyImmediate(cam);
        DestroyImmediate(rtex);
    }
}

Here is the script that i use for my realtime reflections… just attach it to your object (or an object in a prefab)… it also handles culling and allows you to set the distance of the reflection…

Wow, amazing, thank you so much, this is looking working, also in Edit Mode, I am going to set the values and test it, thanks!!!