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Won't Fix
Won't Fix in 6.0.X
Votes
1
Found in [Package]
6.0.1
Issue ID
ARFB-471
Regression
No
[Graphics] ARCameraBackground is not visible when using the Deferred Rendering Path
Reproduction steps:
1. Open the attached “PhoneState” project
2. Open the “Assets/Scenes/ForReport.unity” Scene
3. Enter the Play Mode
4. Observe the Game View
Expected result: The background is visible
Actual result: The background is not visible
Reproducible with: 6.0.0-pre.5 (6000.0.0b14), 6.0.1 (6000.0.0f1)
Could not test with: 5.1.3 (2021.3.38f1, 2022.3.27 (Could not downgrade the required packages due to dependencies))
Reproducible on:
MacOS Sonoma 14.4.1 (Intel) Buildtime, Runtime Standalone
Windows 10 (user’s) Buildtime
VLNQA00175, Samsung Galaxy Note9 (SM-N960F), Android 10, CPU: Exynos 9 (9810), GPU: Mali-G72
VLNQA00519, Google Pixel 4 (Pixel 4), Android 12, CPU: Snapdragon 855 SM8150, GPU: Adreno (TM) 640
VLNQA00057, Htc One M9+ (HTC_M9pw), Android 6.0, CPU: MediaTek Helio X10 MT6795T, GPU: PowerVR Rogue G6200
VLNQA00372, Samsung SM-G991U (SM-G991U), Android 12, CPU: Snapdragon 888, GPU: Adreno (TM) 660
ROG Phone, Android: 9 (user’s)
ROG Phone 5s, Android: 13 (user’s)
Not reproducible on: No other environment tested
Workaround: Select a different Rendering Path
Note: The Standalone Player logs “Cannot create camera background material compatible with the render pipeline" error
Comments (3)
-
Manufacture43
Oct 31, 2025 12:52
In ARCameraBackground.cs, ConfigureLegacyCommandBuffer, removing the DrawMesh(backgroundGeometry, backgroundTransform, material) and replacing it with Blit(material.GetTexture("_TextureSingle"), BuiltinRenderTextureType.CameraTarget, material), fixes the issue. (tested only on PC so far, in beforeOpaque mode)
-
Manufacture43
Oct 31, 2025 12:40
We are running into the same issue. Everything was fine in 2023.2 but rendering broke while upgrading to unity 6. That wouldn't be much of a problem if iOS builds weren't broken in the latest version of 2023.2...
From what I gathered so far, it looks like the AR Background Pass is been done on the wrong render target. It goes to the gbuffer while it was going to a tempbuffer before, the one from the lighting pass if I'm not wrong. -
Masashi-Wada
May 10, 2024 13:18
This report uses Built-in rendering. URP is not used.
With Built-in on 2022.3, I could see drawing on Deferred rendering, but will this change in Unity 6?
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Resolution Note:
Deferred rendering is not supported when utilizing ARCameraBackground and URP. Please use Forward Rendering. We will be updating the AR Foundation documentation in the future to indicate this.
Resolution Note (6.0.X):
Deferred rendering is not supported when utilizing ARCameraBackground and URP. Please use Forward Rendering. We will be updating the AR Foundation documentation in the future to indicate this.