I wanna make a reflection that doesn’t follow my character (cause the camera does) when he jumps, for the water of my game.
Can you explain the problem a bit further - what it is doing and what you want it to do?
Of course,
I currently have 3 layers on my game:
Sky, stars and the main one where the world and my character are.
I have it this way to apply different brightness effect values to simulate a diurnal cycle.
The camera follows my player on the main layer.
The problem is, I want to have the reflection layer effect to make water, but it follows my player whenever it jumps, I’m wanna make it stay on a y level, just like another object.
It also isn’t affecting the background
Modify the boundary parameter of the reflection effect to a value between 0 & 1 (it maps to the Vertical position of the reflection point in the effects settings).
It’s a ratio of the screen height, measured from the top - 0 is the top of the screen, 1 is the bottom (and so 0.25 is 1/4 of the way down from the top, 0.5 is the middle, 0.75 is 1/4 of the screen height from the bottom).
You’ll probably need to change the amplitude or wave length ending at the same time, otherwise the ripples may appear compressed.
Since this reflection seems static (you do not have dynamic objects that need to be reflected), you’d probably be better off taking a screenshot of your scene, mirroring it and adding a ripple effect, and placing it on the scene as the reflection rather than using the effect, both to help with this and for performance.