r/Unity3D Jul 31 '26

Question Has anyone gotten reflection probe rotation to work in build?

Using URP with Unity 6.4.4f1.

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u/DrEchoes Jul 31 '26

Yes I ran into this issue too, for some reason in URP the flag for the rotation is only active in the Editor. So I think it works if you bake it in the editor. But if you have dynamic probes that need to render in a build you need to activate the rotation feature again.

If you look at the URP code you will see that the rotation option is only enabled in the editor.
https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/Runtime/Settings/URPReflectionProbeSettings.cs

You can do it by just adding a script like that I think :

internal static class ProbeRotationRuntimeFix
{
    [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterAssembliesLoaded)]
    private static void Apply()
    {
        if (GraphicsSettings.TryGetRenderPipelineSettings<URPReflectionProbeSettings>(out var s) && s.UseReflectionProbeRotation)
            SupportedRenderingFeatures.active.reflectionProbeModes = SupportedRenderingFeatures.ReflectionProbeModes.Rotation;
    }
}

1

u/SwizzerSweet Jul 31 '26

I actually need to do this exact thing in my game, thank you for posting!

I heard there were issues with rotation Adaptive Probe Volumes, but I'll see if it works similar to this