Explore the actual rendered examples, duplicate a scene before changing it, and keep sample helper behavior separate from your own game systems.
Actual sample output#
Advanced Reflection Demo shows three independent surfaces: calm water, waves/ripples and blur/fade/tint. Moonbell scenery and animated Niko appear in both the source scene and water.
| Demo control | Action |
|---|---|
| Quality | Apply the package quality API to controlled surfaces. |
| Reflections | Toggle listed reflection outputs. |
| Environment | Include/exclude the environment from reflection; source scenery remains visible. |
| Refresh cache | Request fresh stored captures. In Modes, the Cached panel updates until its next stored capture. |
| Preset | Advanced applies a selected appearance/performance preset to its controlled surfaces. |
Replace source sprites/materials and layer selection for your own game. SampleCameraFraming maintains a 16:9 demo composition; disable/remove it when authoring different framing.
The ten official scenes#
| Scene | Demonstration |
|---|---|
| Basic Water Reflection | Layered Endless Jungle, calm water and animated Niko. |
| Pixel Art Reflection | Moonbell illustrations at 320 × 180, Point capture and grid movement. |
| Smooth Water Reflection | Moonbell grove, Bilinear capture and two gentle waves. |
| Dynamic Character Reflection | Eight-frame Niko beside undistorted jungle water. |
| Multiple Reflection Surfaces | Three independent regions at different update rates. |
| Puddle & Mirror Reflection | Soft puddle, wet floor and a framed vertical clean mirror. |
| Mobile Optimization Demo | Low-quality settings and moving sprites; not a measured device benchmark. |
| Advanced Reflection Demo | Calm, waves/ripples and blur/fade/tint with presets. |
| Day & Night Reflection Showcase | Actual Global/Point Light 2D changes, phase and local-light controls. |
| Reflection Modes Showcase | Planar, Lightweight, Cached, Hybrid and Mirror side by side. |
The hierarchy groups Cameras & Systems, Environment, Characters, Reflection Surfaces, optional Lighting, and Demo Controls & UI. Environment includes Background, Scenery and Shore & Foreground; Water Beds & Frames holds reflection decoration.
Duplicate scenes before customizing. Rebuild Official Samples restores bundled content. Advanced already demonstrates effects, so there is no separate redundant Effects Showcase.
Animation and runtime controls#
Assign actual actor SpriteRenderers, eight Niko frames 04–11, and surface references to ReflectionModesDemo. Movement Distance and Pixel Aligned Movement tune sample motion; they do not implement a platformer controller.
ReflectionRuntimeControls exposes quality, visibility, environment exclusion, presets and cache-refresh methods. An empty preset list on the Smooth demo is intentional; Advanced supplies presets, and the core reflection works without a demo-only selector.
UI Toolkit and Day/Night#
| Field | Meaning |
|---|---|
| UI Document | Uses Reflection Demo Panel. Source Asset None is intentional: UI is built in code. |
| Title / Description | Heading and explanatory copy for the sample. |
| Controls | ReflectionRuntimeControls reference linking actions to surfaces. |
| Styles | Bundled ReflectionDemoUI.uss; Panel Settings also uses the bundled theme. |
| Day Night | Assign DayNightReflectionDemo in the lighting showcase; other samples may leave None. |
| Allow Mirror Rotation | Expose orientation in Modes; the framed mirror keeps its fixed orientation. |
Day & Night adds phase selection, pause/resume, cycle duration and local-light toggles. Lit sprites respond to actual Global/Point Light 2D output; sky/cloud materials may remain unlit. Painted lantern glow remains part of the artwork.
Planar/native captures reproduce compatible 2D lighting. Lightweight is unlit; Cached/static Hybrid lighting needs refresh. Complex shadows, normal maps, SpriteMasks and blend-style combinations require additional validation.