I really need help, sorry for it being so long, i’m frustrated a lot with the new Unity 5.
I made a post before showing a lot of problems that occured when i updated my Unity 4 project into Unity 5.
Now what i realized is that this actually isn’t me doing something wrong, but that this has to do something with unity update itself (4 to 5). First of all, my old scene got wierd lighting and my game object meshes were lit only on the sides that sun is aiming at, and the sides and points of that meshes that were not exposed to sunlight were over too dark. I was like, okay i’ll do some settings and i’ll hopefully get the thing i want. So that’s what i did. And then i saw this video:
, and the guy was making everything real time, he didn’t bake anything at all. While my scene required baking, but it still doesn’t look as good as his scene. I decided to create another scene to see if i can actually fix something, and then i imported some meshes, and guess what, same thing happened like in the old one, the sides that are not exposed to sunlight were over too dark… And i was messing around that scene, and then i came to light probes. I made a floor reflection exactly the same as that guy did in the video, but it was all buggy, i walk around it and some black stuff come and disappear… And the baking is sooooo long, the baking takes about 3 hours sometimes, and i don’t have time to wait that on every single change i do. I was like, okay i’ll do the 3rd scene and this time i’ll only use some textures and regular unity build-in geometry… I made a plane, made 3 walls and a roof, applied textures, made a reflection probe, placed it under a character controller that i also placed in, attached it to it, and did settings like the guy did in the video, and i even tested diffrent settings for it. And now the baking was really fast, it did it pretty fast, no problems. I made everything real time like the guy did in the video. But the reflection of the floor was lagging while the game itself didn’t lag at all. Like the reflection refresh was too slow. And the reflections were not right at all, they had weird bugs when looking from some of the perspectives, especially from longer distance… But in the 3rd scene, i like the lighting, it’s really correct from the diffrence from last two scenes, it never had the “too dark” sides that were not exposed to sunlight… So all i need now is a way to fix the reflection. And a question, why does this happen ? Is it me or unity 5 just didn’t like me ? Should i reinstall it, what do i do ? And here are the screenshots and a video:
Well, first of all, it looks like you need to adjust the size of the box projection on the cube map. It’s still set to 40 40 40, but it looks like your room is considerably smaller than that. As far as I understand it, the box projection size needs to match the room that it’s in. Also, your cubemap may seem laggy as it’s updating completely every frame. What resolution is it? You might want to consider switching the probe from realtime to baked, or turning the resolution down.
Resolution is 256 and it’s on the screenshot too. What other way can I have a realistic reflecting that will really reflect realisticly from the perspective i’m looking at as i’m moving with the character ? Currently, as you can see in hihrarchy, the probe is actually following me, so it needs to be realtime and every frame in order to update the reflection every frame so i get the reflection i want while moving around… The 40 40 40 size doesen’t matter at all i think… And how did it work for the guy that made the tutorial anyways ? And how did it work for me in the previous scenes ?
Did you make the layer the floor was on in the culling mask of the reflection probe?
Also, to make the probe update better, put the time slicing to no time slicing. It lags more but the reflections are 100% updated correctly.
The size matters very much if you’re using box projection (this is a 10x6x10 probe, in the center of a 10x10 space). And if you are using box projection, you should most likely not be moving the reflection probe around. Box projection really only works well in very specific cases.
And what settings should i use then ? Can you please send me that scene of yours and files for it, i see that it’s really simple, so it shouldn’t be a problem for you.
I just tryed changing settings for it and it’s still the same… I guess this is a huge glitch i’m having here, coused by updating, if nothing works i should just go ahead and reinstall the complete unity, but i doubt even that would work… What the hell is happening… (The real question is what do i do to create realistic floor reflections that will work even when i move around, and will reflect character aswell as static objects.’ ?)
Okay that fixed the lag of the actual reflection while looking at it (fixed by changing it to No Time Slicing). And yes the culling mask of floor is checked, if it wasn’t, it wouldn’t even reflect it at all.
And why the hell does it sometimes lit like i said and sometimes it lits right… In previous scenes it lit horribly, all the faces that were hidden from sunlight were over too dark, like i said. While in this scene it lits complitley normal, but now the reflections are weird all over the place, what the hell is going on, i’m so frustrated with this -.-"
The video’s method of pinning a box projected cube map to the player sort of works in certain situations, but you’re always going to see super weird stuff in normal use and it’ll be a massive resource hog, as you’re rendering the scene multiple times each frame. I would recommend something like Candela SSRR if nice reflections are super important to you. I’d upload my scene for you to look at, but I’m at work at the moment.
The current implementation is mostly usable for non-mirror like reflections, for which it works really well. If you have a look at any material other than mirrors and check what happens with and without reflection, you will most likely see the difference.
Unity has screen space reflection in the works, to get rid of the limitation.