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Reflection Probes on IOS

Discussion in 'Global Illumination' started by protopop, Mar 22, 2015.

  1. protopop

    protopop

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    I can't get reflection probes working on IOS. (they look amazing in the editor - nice work!)

    Is it a known bug or does anyone have any suggestions?
     
  2. super77gg

    super77gg

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    Sep 25, 2014
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    We've been having the same issue. Not sure if we are missing something... they look fantastic in the Editor.
     
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  3. xLeng

    xLeng

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    Feb 12, 2014
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    in my experience, it wont work on iOs if you set it to realtime, when set to baked, it dose work - not live update of course
     
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  4. protopop

    protopop

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    Thanks, I'll try that. I have mine set to custom and they all use the skybox cubemap because it doesnt need to be really accurate. Maybe i can set them to skybox and then switch it to baked? anyways ill check it out:)
     
  5. xLeng

    xLeng

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    by default they should all use the default skybox in the lighting settings isn't it?
     
  6. protopop

    protopop

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    when i make a new reflection probe it starts as 'baked'. Until i bake reflection probes it has no effect because it has no attached cubemap. If i bake it it will bake the surroundings. so the only way i can make it use the default skybox cubemap is if i choose custom and then the skybox cubemap - then i get a nice effect right away. I guess this is because the skybox is a prebaked default.
     
  7. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

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    You don't need to add reflection probes to scene for that.

    Skybox reflection is baked by default and is applied to all objects in the scene unless they are affected (in the bound box) by another reflection probe. In that case they use reflection from that probe.

    Screen Shot 2015-04-03 at 17.47.11.png
     
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  8. protopop

    protopop

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    Thanks SpiriTx. I had "Culling Mask" on the reflection probe set to everything. I selected 'nothing' and now it bakes just the skybox.

    It might still be more efficient to use 'custom' and select the same skybox cubemap for each reflection probe if they'll all use the same cubemap because baking reflection probes in the scene seems to make a separate .exr file for each reflection probe, which seems redundant if im not using more than one cubemap for the whole scene (exact reflection fidelity doesn't matter to me at this point, just the overall reflecting look). Anyways i will try all of this on mobile and see if I can get it to work:) It's all looks very cool and I love how easy they are to implement.
     
  9. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

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    Unless I'm completely misunderstanding what you are trying to achieve, I'm sure you don't need ANY reflection probes in the scene.

    Just try creating new scene, add a sphere, create new material for it and change metallic and smoothness to 1 - it will use default (skybox) reflection probe.
     
  10. protopop

    protopop

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    Thanks - your info made me take another look. My reflection Intensity i the scene tab was at 0. I put it to 1 and now objects have a default skybox reflection.

    I kind of get it now - make sure the relfection intensity is up, but you have to make sure all your objects do not have any reflectivity in the smoothness or else they all pick up reflections. Even with a smoothness of 0 though my rocks still are 'lighter' in color when reflection intensity is 1 in the lighting tab.

    It's kind of more control to use reflection probes as needed, and for objects that reflect absolutely nothing turn off reflection probes in their properties, that way you get a regular colored object.

    Maybe all objects reflect a little something in real life and the default behavior is more realistic?

    I think i remember it taking a while to get to grips with Unity 4 from unity 3 too - especially if you're importing a project and not making one from scratch.

    Thanks for the tips:) I'll try all of this and see if I can get relfections / reflection probles working on IOS too.
     
  11. KEngelstoft

    KEngelstoft

    Unity Technologies

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    Maybe all objects reflect a little something in real life and the default behavior is more realistic?
    Yes, have a look here http://filmicgames.com/archives/547