Now that you've created your own reflection probe, let me show you how I would have approached it. Just as a note in the Unity editor, I want to point out that I created a group for all of our lights, that way we keep the hierarchy nice and organized. So, the reason why we need a reflection probe can be very easily seen if we look at the chrome on the faucet here. If we zoom in, we could see that the reflection is from the skybox outside. There's nothing about the kitchen environment that is showing up in this chrome. Obviously, that's a problem, it doesn't seem very realistic. But it actually goes beyond just a chrome itself. A lot of the surfaces in the kitchen have some level of reflectivity to them. These wood surfaces on the cabinets are great example. Even though that's not mirror finished, it's still going to benefit by having some reflections. It's going to get darker and these highlights here are going to be more representative of the scene that it's in. So, let's go ahead and create that reflection probe. In the hierarchy, I'm going to right-click, and I'm going to go to "Light" and select "Reflection Probe". This will bring a chrome looking ball, which is of course our reflection probe into our scene. The first thing that I want to do is just more roughly align it with the size of our actual kitchen. So, just like I did with the light probes, I'm going to go into orthographic view, and I'm going to start from the front. In the inspector, I'm just going to edit the bounding volume, and I'm just going to scale this down so it reflects the interior of the kitchen. We want to make sure that this is inside the kitchen itself. So, we're not getting reflections from the outside of the environment. We don't want the reflection of the outside of that window for example, that wouldn't look good. Now, the center of the reflection probe is now halfway outside of its volume. So, let's move that more towards the center first, and then we could finalize that outside bounding volume. It didn't want to go beyond the sphere. Go. Let's check it from all angles. Looks good. Now let's adjust the sphere itself, the probe origin. I'm going to just shift it over. So, it's sitting roughly in the middle of everything and that looks pretty good. I will get out of editing, and there we go. So, now we have a bit of an upgrade. If we zoom in on our chrome, we could see that it is reflecting the kitchen but nothing inside the kitchen and that is of course because the kitchen is set to static, whereas all the other objects are not. So, we need to update this reflection probe to actually reflect things that aren't just baked into the scene. So, over here on the "Type", let's change it from "Baked" to "Real-time". Now, real-time reflection probes are a lot more expensive because they're going to have to recalculate reflections every frame of the game. So, that's not ideal, especially since we're targeting devices that can potentially be lower end. So, what we're going to do is change the refresh mode to be called via scripting. So, our programmers can actually update it whenever somebody moves an object to the scene. We could either set it to via scripting right now or just leave it to on awake. So, it just grabs what the scene looks like as soon as the game starts and leave our programmers to do the rest. Now, if we go look at our chrome, we could see everything else in the scene. Now, this is good but the reflections still aren't quite right, they look warped and strange. That's because generally speaking, reflection probes are by default set to be for larger areas and sometimes open environments. We want to tell Unity that the environment that this reflection probe is in is quite small and contained. The way that we do that is by setting it to box projection. Just by doing that, you could see how the chrome adjusted. So, let me toggle this on and off. So, with box projection off, we could see the kitchen island even though its way across the room. But with box projection on, we could see it at a greater distance. Unity is now taking into account the object that's reflecting its position, based on the reflection probe. So, all the reflections are a lot more realistic. If I zoom out, we could see now that we have some reflections on the kitchen island, and we could see a nice, straight, looking window from over here. Again, to show off the difference, if I uncheck "Box projection", that window is really nowhere to be seen. So, box projection gives us a much more realistic scenario for our kitchen. Now let's go over to the game view and see what a difference this makes. I'm going to toggle off the reflection probe. So, this is what we were looking at before and this is what it looks like with the reflection probe. Virtually, everything in the scene has changed. This granite surface is actually highly reflective and almost mirror like. We saw that when were looking at the reflection in the window. But, even the cabinets, like I was talking about, benefit from this. So, these highlights that we have up here, completely disappear now that we have a reflection probe to inform how the reflections would be working against these cabinets. You could even notice the subtle difference on the floor. So, if I toggle it off, you keep your eye around here and toggle it back on. There's just some subtle light reflection that's going on from the objects in the scene. This is also really nice and apparent on the dishwasher. So, overall, this really sells the realism of the scene. As a final step, I am going to set refresh mode to via scripting, that way everything is just setup for the programmers and it's ready to go. With that, the reflection probe is ready.