You can see the inaccuracy of the reflection of the door here, as well as the bounds of the box projection in the editor window above. I've been using box projection reflection probes in Unity 5.1 to achieve a fairly accurate reflection of my rectangular room. In Unity 5.2, however, the reflections of the walls are offset 1 unit in every direction, perhaps due to the blend distance being 1. The blend distance attribute is disabled, so I can't modify it, but reducing the size of the box projection by 2 on one axis would achieve an accurate reflection on that axis. Unfortunately, reducing every axis by 2 to achieve accurate reflections would also put the floors, walls and ceiling outside of the reflection probe's area, leaving them with no reflections at all due to the new way reflections are handled and blended. The blending is a huge step forward, but this oversight makes box reflections pretty unusable for me. I'm pretty OCD and this sudden change is pretty annoying to me. I first noticed this issue on the arcade machine's monitor, where I use a box reflection to reflect the cabinet sides around the screen. While not perfect, the reflection was very convincing in VR. In 5.2, it seems to be reflecting a larger cabinet. I don't know if this was an oversight or a design decision, but the previous way of handling box projections seemed much more natural. The "box" you created was the box that was reflected. Now it seems there is no way to achieve that precise effect. Perhaps this should be independent from the blend distance (if that is the issue). If this was intentional, then if you were to be able to control the blend distance to extend out from or into the box projection (both positive or negative values), that should allow you to create the same effects as the current version as well as allow you more freedom.