I haven’t been able to find much info on reflection probes, and I’m having a hard time getting them to render what I think they should render. In the following pic, I have a probe, but the reflection seems to be scaled up or something. The reflection doesn’t look like I think it should look like. In game mode, if I’m staring at the rock, the rock reflects very poorly (pic 2). I would expect to see the rock reflected, and see a reflection of my character. Obviously I have my probe set up wrong, so I’m wondering if anybody can point to a definitive guide to setting these things up. The docs are minimalistic, and everything else I’ve found has been rather skim to say the least.
Reflection probes generate cubemaps, 6 images, up and down each axis. These images are taken from the probes position which is why the reflection gets all skewed and messed up when you look at it from a different perspective. In squareish rooms you can use box projection which helps a lot in that situation. By default they are also static, baked once. So if your lighting changes or you have dynamic objects they won’t show in the reflections.
I have seen people experimenting with them for reflective floors for first person perspectives etc where they set the reflection probe to be under the characters feet, set to real time, so as the character moves around the probes update. Not sure if that would work well for the third person view, but you can try it and come up with something from there.
So, if I wanted that rock to reflect well, where should I place the reflection probe? It seems to get more distorted if i move it closer to the rock. Should I place it near the camera?
The probe must be positioned under the players camera position. And at mirrored Y height. It’s hard to explain, but this should get you going:
Awesome! Thanks for that. Much better now:


