First Question is if reflections like this work on Quest. Maybe I’m barking up a wrong tree.
Second Question is how should I go about changing the reflection map with Quest in mind? I’ve created a Reflection Probe in my scene, and set the type to realtime, and refresh via scripting. However I’m not 100% sure how that will go on Quest
using UdonSharp;
using UnityEngine;
using VRC.SDKBase;
using VRC.Udon;
public class SetLocalSkybox : UdonSharpBehaviour
{
public Material m_NewSkybox;
public ReflectionProbe skyReflectionProbe;
public override void Interact() {
RenderSettings.skybox = m_NewSkybox;
if (skyReflectionProbe) {
skyReflectionProbe.RenderProbe();
}
}
}
Maybe I need to create custom reflection cubes instead?
So, no idea yet if Quest supports these reflection maps or not yet,
but I did find out that if I set the Reflection Probe type to Custom, I get a button labeled “Bake”. If the Cubemap is empty, pressing Bake causes Unity to prompt for a filename, and huzzah its a new cubemap.
This is intentional, I believe that realtime reflection probe updates are disabled on quest
but you should be able to have multiple reflection probes on separate game objects, and only turn on one of those objects depending on which skybox is visible
also if the skybox itself is using a cubemap I would recommend using that cubemap in the reflection probe to save on space so you don’t have to have the same cubemap twice (once for the skybox once for the reflection probe)
also, with the latest version of the Standard Lite shader, reflections should be supported