Reflection Probe Properties

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Object Name Name of the Selected Object
Object ID ID of the Object. This cannot be changed and is automatically generated by Bright Engine. When accessing this object via scripts, the ID is used to identify which object you are interacting the script with.
Group ID ID of the group the Object is assigned to.
Properties Property set assigned to the object.
Hide Button By enabling this feature, the selected Object will be hidden in the viewport.
Lock Button By enabling this feature, the selected Object can no longer be translated, rotated or scaled. It is also removed from the selection pass meaning, re-selection of the object at a later stage must be done via the Hierarchy panel. Locked objects have a yellow bounding box. This can be toggled at any time.
Position X,Y,Z co-ordinates of the Object in the Zone

Reflection Probe
Probe State List Contains all the different Reflection Probe States which can be selected and edited. Each state holds different settings which occur at the specified game time. This allows for accurate reflections for varying times of day.
Add Creates a new state for the selected Reflection Probe. Note that the name of each state must be unique, For example you can’t have multiple states with the same name such as “Night Time”.
Rename Rename a previously created state, the same naming rules apply as when you create a new state.
Remove Removes a previously created state, wiping all data files from the project relating to that state in the process. This cannot be undone.
Copy Active Room In most cases the States will want to be synced up to the day & night cycle of the zone. This button acts as a shortcut which creates states for each skybox in Room of which the reflection probe resides in, including the In and Out Times for each state. Note that you will have to still bake each state.
Bake! This bakes the environment of the zone to the selected state. Be aware that you will have to adjust the time of day manually and bake each state separately. This is a complex task and can take several moments to complete all the calculations. If the engine stops responding don’t close the editor, let it resume by itself and eventually it will finish and you will be able to continue working on your scene. Be aware that if the reflection probe is moved or the zone has been changed, the state will need to be re-baked in order to get accurate results. You are able to see what the active state looks like by looking at the reflection projected onto the reflection probe object within the scene.
In Time This is the time in which the state becomes active. Value must lie between 0 and 1.0 as it uses game time metric not seconds. You can find ideal values from the Game Clock settings in the Zone Bar by experimenting with the slider and seeing what values represent which time of day.
Out Time This is the time in which the state is de-activated. A small trick which produces nice results is to set the In Time of the next state to be slightly less than the out time of the current state. This will create a nice smooth blending between the two instead of it just jumping to the next skybox.
Reflection Radius This defines the distance over which the reflection probe is active. This area is visualized by a blue wireframe. When the camera enters this area, the reflection probe will override whichever prefilter map is currently being used in the scene. This also defines which objects are drawn when baking the reflection probe. If you want to include long distance objects but want to have a small area in which the reflection probe is used, you can increase the Reflection Radius to a high value, bake, and then reduce it back the distance you want covered by the reflection probe.
Render Distance Sets the maximum distance before the Reflection Probe is ignored by the renderer. To optimize performance, this value should be adjusted so that once the player is unable to see its effects, it will be ignored.