Trouble dynamically updating reflection probe

Hi All,

I have a reflection probe set to custom and would like to update it at a specific time via script.

I have this code:

texture = new RenderTexture(1024, 1024, 16, RenderTextureFormat.ARGB32);
texture.isCubemap = true;
renderID = probe.RenderProbe(texture);
probe.customBakedTexture = texture;

However this gives a very blurred texture, also IsFinishedRendering never appears to return True

Here is a full code snippet:

using UnityEngine;
using System.Collections;

public class updateCubemapTest : MonoBehaviour {

    public ReflectionProbe probe;
    public RenderTexture texture;
    int renderID = -1;
    bool done = false;

	// Use this for initialization
	void Start () {
        if (probe == null){
            return;
        }
        probe.timeSlicingMode = UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce;
        texture = new RenderTexture(1024, 1024, 16, RenderTextureFormat.ARGB32);
        texture.isCubemap = true;

        renderID = probe.RenderProbe(texture);

	}

	// Update is called once per frame
	void Update () {
        if (texture == null){
            return;
        }
        if (done){
            return;
        }
        bool isDone = probe.IsFinishedRendering(renderID);
        string message = string.Format("probe.IsFinishedRendering({0}) = {1}", renderID, isDone);
        Debug.Log(message);
        if (isDone){
            probe.customBakedTexture = texture;
            done = true;
        }

	}
}

i have the same problem .Have you resolved it?

Just ran into this myself when disabling 1 probe but not the 2nd. Not sure yet whether it has to do with 2 probes conflicting on the is finished call. @shaderWriter