Mirrors
Rear-view mirrors use standard Unity rendering: Camera → RenderTexture → Material applied to mirror mesh with proper UV mapping.
Setup Overview
- Create a
Camerapositioned at the mirror location, facing backward - Create a
RenderTextureasset (target resolution affects performance) - Assign the RenderTexture to the Camera's Target Texture
- Assign the RenderTexture to the mirror mesh's Material (Albedo/BaseMap)
- Ensure the mirror mesh has proper UV mapping
Setup Options
Separate Cameras (Best Quality)
Each mirror (left, right, rearview) has its own Camera and RenderTexture. Highest fidelity but most expensive.
Split UV Map (Best Performance)
Single Camera and RenderTexture shared across multiple mirrors using split UV coordinates. Limitations:
- Each mirror gets a portion of the texture resolution
- Rearview mirror cannot show vehicle interior (camera must be outside mesh to avoid clipping)
Hybrid Approach (Recommended)
- One Camera/RenderTexture for rearview mirror
- One Camera/RenderTexture shared between left/right side mirrors
Performance Considerations
- Lower RenderTexture resolution (256x256 or 512x512) for mobile
- Reduce Camera far clip plane to minimum needed distance
- Disable mirrors entirely on low-end hardware using LOD system
- Consider disabling shadow rendering on mirror cameras
Example Vehicles
See sample vehicles for reference implementations:
- Euro Truck (
Samples~/BaseSample/Vehicles/Euro Truck by GR3D) - Sports Car (
Samples~/BaseSample/Vehicles/Sports Car by GR3D)