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[[File:Mirrors.webp||thumb|A group of avatars socializing near a mirror.]]
[[File:Mirrors.webp|thumb|图例 一些玩家在镜子附近进行社交。]]
'''Mirrors''' are reflective surfaces that allow users to view a mirrored reflection of their avatar, alongside other users and/or the world they're in. Many worlds contain mirrors intended for users to sit in front of as they socialize, often referred to as "mirror dwelling". Users may also choose to summon a mirror of their own, only visible to them.
The [[Special:MyLanguage/VRChat SDK|VRChat SDK]] contains a prefab for a ready-to-use mirror that can be dragged into a scene. This prefab is found at the following path:<br>
A personal mirror is a type of mirror that can be summoned and moved by a user that can only be viewed by them.
个人镜子是一种可以被玩家自己召唤和移动的镜子,只有玩家自己才能看到。
It can be enabled and configured via the [[Special:MyLanguage/Action Menu|Action Menu]] or the [[Special:MyLanguage/Main Menu|Main Menu]]'s [[Special:MyLanguage/Settings|Settings]] page.
A face mirror is a type of mirror that displays the face of a user's avatar in their [[HUD]]. Face mirrors are designed to help a user stay aware of their avatar's facial expressions, especially if they're controlled by gestures. Unlike a traditional mirror, the face mirror does not portray depth.
It can be enabled and configured via the [[Special:MyLanguage/Action Menu|Action Menu]] or the [[Special:MyLanguage/Main Menu|Main Menu]]'s [[Special:MyLanguage/Settings|Settings]] page.
A calibration mirror is a type of mirror that activates automatically when the user presses the "Calibrate FBT" button. It is visible only to the user who is calibrating and disappears once they are done. The calibration mirror displays only the user's avatar, controllers, and FBT tracker model, which can be set in the Main Menu's Settings. If "Display Calibration Visuals" is enabled under Tracking and IK, the calibration mirror will also reflect these, showing which tracking points the trackers will track when calibration is done.
校准镜是一种当用户按下“校准 FBT”(全身追踪)按钮时自动激活的镜子。它仅对正在校准的用户可见,校准完成后会消失。校准镜仅显示用户的人物模型、控制器和 FBT 跟踪器模型,可在主菜单的设置中设置。如果在跟踪和 IK 下启用了“显示校准视觉效果”,校准镜也会反映这些效果,显示校准完成后跟踪器将跟踪哪些跟踪点。
It can be enabled via the [[Special:MyLanguage/Action Menu|Action Menu]] or the [[Special:MyLanguage/Main Menu|Main Menu]]'s [[Special:MyLanguage/Settings|Settings]] page, but there are no configuration options for the calibration mirror.
The mirror prefab allows for selection of which layers are to be shown in the reflection. Therefore it is common that worlds have set up multiple different mirrors to toggle between. Which is why it usually breaks down to 3 options: high quality, low quality and transparent mirror. Some worlds offer even more specialized setups beyond these.
A transparent mirror usually reflects the avatars around it while acting like a window, showing what appears behind the mirror, and also having a faint reflection of world from the mirror's perspective. It requires a special set up, which is also available through transparent mirror prefabs from the community.
Every object reflected in a mirror has to be rendered again, separately from what the player sees in the playable world. A mirror reflecting the whole world will double the performance cost of rendering the world. Occlusion culling does not work in mirror reflections, so a mirror facing a wall will still try to render everything behind the wall too.
Creators can reduce the performance cost for mirrors in many ways, such as:
世界创建者可以通过一些方式降低镜像的性能成本,例如:
* Disabling all mirrors by default. Only enable a mirror when the player pushes a button, or physically approaches them.
*默认关闭所有镜子。只有当玩家按下按钮或者移动到镜子边才打开镜子。
* Disabling mirrors when a player leaves the area. This will remove the rendering cost of a mirror when a player isn't using it. Players will often not do this themselves, so use a script to do it for them.
* Changing the [[Special:MyLanguage/Layers|Layers]] a mirror reflects. A mirror only renders objects on the defined layers. For example, if you have a large outdoor world with a house in the middle, you could set the outdoor environment objects to the environment layer, and then disable the environment layer on the mirrors inside the house. This will stop the mirrors from trying to render the environment that they can't see.