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This question already has an answer here:

I'm trying to achieve real time reflections in the game engine, possibly using the render to texture module if needed, but am not sure exactly how to go about it. Faking reflections using cube maps, etc, are simple enough, but that doesn't achieve a true reflection. I want to be able to see a true reflection of my character if he/she moves in front of the mirror.

If you're still confused, take a look at a real mirror. That is what I want to simulate. Any tips are appreciated.

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marked as duplicate by David Jan 4 '16 at 1:17

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  • $\begingroup$ Are you trying to achieve this ? youtube.com/watch?v=RgSWZV4hvNo or the following youtube.com/watch?v=3JUYFGkmE1Y Follow the link attached to the youtube video and you will find discussion on the matter there, I am afraid there are very few who write about or have alot to share on this topic, as blender BGE is very much in development for 2.8. $\endgroup$ – hawkenfox Jan 2 '16 at 11:12
  • $\begingroup$ You will wanna watch post by this guy martins upitis on youtube and on blenderartist.org $\endgroup$ – hawkenfox Jan 2 '16 at 11:17
  • $\begingroup$ @hawkenfox Thanks, this may be of some use to me. Martins Upitis is definitely a good artist to keep an eye on. Do you know if "bge.texture.ImageMirror" still works in the latest builds? I have never used it before, as I can only find older forums referring to it. $\endgroup$ – christai Jan 2 '16 at 11:20
  • $\begingroup$ Unfortunately I havent have the time to dig too deep into the code. Mostly of what I do is to cut and paste and understand on the surface of what they do. BGE is getting alot of rebuilding this year, I am holding the horses until they announce a clearer picture of what the future BGE will be like in blender before learning things that will eventually get scraped. $\endgroup$ – hawkenfox Jan 2 '16 at 11:43
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    $\begingroup$ See: blender.stackexchange.com/questions/2741/… $\endgroup$ – stacker Jan 2 '16 at 12:55
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Tutorials for blender 3d has an excellent tutorial over here

It uses renderToTexture with a mirrored UV map and a camera facing out of the mirror. One thing to keep in mind is that this requires the scene to be rendered twice: once from the main camera, once from the mirror camera. As such, it can increase processor load quite a lot.

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