Quick answer: If reflection refresh quality matters more than the per-refresh cost, set Time Slicing = All Faces At Once. The probe takes a one-frame spike but never shows mixed-state cubemaps. Reserve Individual Faces for ambient probes that refresh continuously.
A door opens. Your floor reflects the new view of the room across six frames, with three faces showing the old room and three showing the new. The seam is visible on chrome surfaces. Time Slicing did exactly what it was configured to do.
The Symptom
Realtime probe refreshes show clear discontinuity in reflections for ~6 frames after RenderProbe. Reflective floors look stitched together from two scenes. Once all faces complete, normal again.
What Causes This
Realtime Reflection Probes have a Time Slicing option:
- All Faces At Once — six camera renders in one frame. Spike, no seams.
- Individual Faces — one face per frame across six frames. Cheaper, visible seams during transition.
- No Time Slicing — render every face every refresh frame. Heaviest.
The Fix
Pick based on use case:
Realtime Probe (level transition / one-shot):
Refresh Mode: Via Scripting
Time Slicing: All Faces At Once
Resolution: 256
Realtime Probe (continuous refresh, ambient):
Refresh Mode: Every Frame
Time Slicing: Individual Faces
Resolution: 128
For an event-driven probe (door opens), All Faces is correct. The frame-time spike happens once when the door opens; players don’t notice a single stutter, and the reflection updates cleanly.
Hide the Refresh Frame
If even the spike is too much, render the probe behind a curtain. Trigger probe refresh at the start of a fade-out, swap the visual at fade-in. Players never see the stutter or the stitched cubemap.
Custom Probe Type
For fully controlled refresh, use ReflectionProbe.Custom and write the cubemap yourself with RenderToCubemap or asset-loaded textures. Then you control timing entirely.
Verifying
Trigger the probe refresh while looking at a chrome surface. With All Faces At Once: clean swap. With Individual Faces: 6-frame seam. Choose based on which is the worse experience for your game.
“Spike or seam: pick one. Event-driven probes want the spike.”
Related Issues
For probe not updating, see probe runtime. For light probe seams, see light probe seams.
All Faces. One-frame stutter. Reflections clean.