Search Issue Tracker


Fixed in 2021.3.29f1, 2022.3.5f1, 2023.1.4f1, 2023.2.0a18



Found in







Issue ID




Graphics.Blit provides inconsistent results



Repro steps:
1. Open the attached project named ""
2. Open the scene SampleScene and enter Play Mode
3. Observe the visible blue texture
4. Build the project
5. Open the build player
6. Observe that the blue texture is not visible
7. Click the "blit" button
8. The blue texture is now visible

Expected results: when launching the build, the blue texture is visible on startup
Actual results: when launching the build, the blue texture is not visible on startup

*Expected root cause: SplashScreenRenderBackground is overwriting the result of Graphics.Blit() (which does not happen when using cb.Blit(m_Texture, m_RT))*

Reproducible on: 2020.3.40f1, 2021.3.12f1, 2022.1.21f1, 2022.2.0b13, 2023.1.0a12

Reproducible with these devices:
N/A, Samsung Galaxy S6 edge+ (SM-G928F), Android 7.0, CPU: Exynos 7 Octa 7420, GPU: Mali-T760
N/A, Samsung Galaxy S9 (SM-G960F), Android 8.0.0, CPU: Exynos 9 Series 9810, GPU: Mali-G72
N/A, Xiaomi Mi Note2 (Mi Note 2), Android 8.0.0, CPU: Snapdragon 820 MSM8996, GPU: Adreno (TM) 530
N/A, Samsung - (SM-G991U), Android 12, CPU: Snapdragon 888, GPU: Adreno (TM) 660
N/A, Xiaomi MI 9 (MI 9), Android 10, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640

-The blue texture is only visible after clicking the "blit" button

-Issue does not reproduce on OpenGL Core / OpenGLES 3

-Looks like this reproduces on WinPlayer itself as well

- {*}Triage{*}: see comment "{_}The problem is the texture data is not on the gpu in Awake().{_}"

Add comment

Log in to post comment

All about bugs

View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.