EnvCubemap
Captures a cubemap at its position on the first render frame and uses it for reflections and environment lighting on nearby surfaces.
Notes
EnvCubemap renders a full 360-degree snapshot of the world from its position on the first render frame, generates a series of progressively blurred mip levels for use in specular and diffuse environment lighting, then despawns. The captured data persists in memory for the lifetime of the map.
Place EnvCubemap entities in areas where you want accurate local reflections and environment contributions — typically the centre of each distinct room or zone. One cubemap per room is usually sufficient. Very large open spaces may benefit from several placed at different points.
The capture happens at runtime so it naturally includes the skybox, lighting, and all rendered geometry visible from that point. No baking step is required.
Because the capture only happens on the first render frame, any geometry or lighting changes that occur after that point will not be reflected. The cubemap is a static snapshot of the map’s initial state.