reflective mirrors

I have a corridor with two mirrors on them, facing each other. I tried using the camera > render to texture method but that doesn’t seem to work…no movement in the mirrors image when I walk by. Is there something else I need to for that method to work? I also tried using this: http://wiki.unity3d.com/index.php/MirrorReflection3 but I’m getting weird clipping issues with the reflective camera that I can’t seem to fix not to mention I don’t even think this will work on ios right? Any other ideas or tools available?

You should google around. I believe this has come up before. The answer may have been multiple cameras.

Render to texture would be perfect for this. Try it again and make sure the settings are correct (Culling Mask to everything for example)

I know how to set it up but it doesn’t seem to do anything…just looks like a static image on the mirror when I walk around the room…no movement in the reflection. Is there something else I’m missing in this setup scenario? I never found a good step-by-step guide to doing this, just heard about it.

Simply creating a render texture and assigning it to the mirror’s plane will not work. The camera that is simulating the reflection needs its projection matrix to change according to the player’s position and angle in relation to the mirror plane.

Go back to the mirror script found on the Wiki and try a little harder to get it to work.

For iOS though I suggest not using render textures for mirrors. Use a cubemap that is generated at the position of the mirror plane. This will work convincingly enough to create the illusion of static objects being reflected in the mirror.

Thanks for the replies. I figured there had to be some camera scripting that would shift the camera as you walk by. Going with good ol cubemaps for this…fast, ios friendly and good enough.