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CVR Mirror

Mirror component. Use the corresponding prefab to place a mirror in the world; the white surface is the reflecting side. At runtime the component’s GameObject is forced onto layer 14 and the mirror renders stereo-correct reflections into _ReflectionTexLeft / _ReflectionTexRight on the mirror material.

Turns off pixel lights while the mirror renders. Think of pixel lights as realtime light sources — disabling them keeps them out of the mirror. Default true.

Maximum texture resolution used by the mirror. Capped at runtime by the user’s GraphicsMaxMirrorResolution setting.

Shifts the reflection plane forward from the mirror surface. Default 0.001.

How many frames pass before the mirror re-renders.

Layers captured by the mirror camera. Layer 14 is always stripped. In the legacy mode (default), the UI and WaterReflection-adjacent layers are also stripped and PlayerNetwork, PlayerLocal, and CVRPickup are always forced on.

Typical notable layers:

  • PlayerLocal: Reflects your own avatar.
  • PlayerNetwork: Reflects other players in the world.
  • CVRPickup: Reflects any CVR Pickups in the world.

Enables Unity’s occlusion culling on the reflection camera. Ignored unless Ignore Legacy Behaviour is enabled.

How the reflection camera clears. One of Skybox (default) or Color.

When Clear Flags is Skybox, an optional material used for the reflection skybox. If null, the reflection camera’s own Skybox component is disabled.

When Clear Flags is Color, the solid background color.

Disables the legacy reflect-layer mask and other forced defaults (occlusion culling off, clip plane offset reset). Leave unchecked for the standard mirror behaviour.

  • The mirror MSAA level is taken from the user’s MirrorMsaaLevel setting, falling back to the camera’s render target MSAA or the project quality settings.
  • Reflection textures are allocated per-eye (Left/Right) as temporary ARGBHalf render textures. In mono the right-eye texture is skipped.
  • The mirror is registered with EyeMovementControllerManager, so avatar eye tracking can hit it as a target.
  • CVR-GameFiles/CVRMirror.cs