I’m working on a world with the option to change Skybox, and one thing I’m not clear on is if Quest supports Reflections
This is a sphere using Standard shader with Metallic and Smoothness both set to 1, giving the sphere a mirror finish.
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?