What's the "proper" way to use reflection captures with lighting scenarios on mobile (quest)?

divljikunic
Mon, 07 Dec 2020 11:17:33 +0000
Rendering

I have the following situation:

1. One (1) persistent level - contains most of the geometry & a skylight (to avoid “multiple skylights” warnings)

2. Two (2) light scenarios sublevels - they contain their respective light sources and teh meshes that represent them, (along with a couple of other non-related meshes).

When it comes to reflections, I tried a couple of setups:

all captures in the persistent level = no reflections appear at all, whichever lighting scenario is (un)loaded

Captures are placed in each of the lighting scenarios = reflections work only with the first scenario that gets displayed, while the second one reflects total blackness.

Take note: when played in the editor (VR preview) it always works, whichever way I set it up. The described behaviour happens only when the app is deployed to Quest.
Also, when deployed on Quest and using regular level streaming (instead of lighting scenarios) - everything works as expected. The tiny hitch, half a second-ish that it takes to load a streaming level as opposed to switching a lighting scenario is really not worth the hassle.

Is this a bug, a feature or a simple case of n00bness?

4 posts - 4 participants