Search Issue Tracker
Won't Fix
Votes
0
Found in
2019.3
2019.4.3f1
2020.2
Issue ID
1262773
Regression
No
[Android] Creating Height map for the Terrain from an Active Render Texture creates very small height values
1. Open user's attached project "UnityProj_LevelEditor.zip"
2. Set Player to OpenGL 3.2
3. Open the scene "LevelEditor"
4. Move the Stamp object
Expected results: Terrain heightmap is correctly copied from an active Render Texture
Actual results: Terrain heightmap is incorrectly copied from an active Render Texture making the Terrain heightmap with very low values
Reproducible with: 2019.4.5f1, 2020.2.0a18
VLNQA00220, Samsung Galaxy Note9 (SM-N960F), Android 8.1.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
VLNQA00123, Google Pixel 2 XL (Pixel 2 XL), Android R, CPU: Snapdragon 835 MSM8998, GPU: Adreno (TM) 540
VLNQA00024, Xiaomi Mi 5 (MI 5), Android 7.0, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
Unable to test with: 2018.4.25f1(project braking)
Not reproducible with:
iPhone 8+ (iOS 12.0)
iPhone XR (iOS 13.4.1)
iPad Air 2 (iOS 11.0.3)
iPad 9.7 6th gen (iOS 12.1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- ArgumentOutOfRangeException when manipulating the Project Settings search bar
- [Linux] Touch freezes in Player when any mouse button is clicked
- UnityEngine.Rendering.Volume.OnEnable() is called twice before OnDisable() creating multiple copies of the same volume when a volume is enabled right after Domain Reload when entering Play Mode
- Hinge Joint transforms are reset when toggling the "useMotor" property
- Motion Vector texture reports incorrect Mesh data when Mesh is coming from off-screen
Resolution Note (2021.1.X):
Added info about Render Texture format to TerrainData.CopyActiveRenderTextureToTexture documentation (20.2, 20.1 and 19.4).