Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
3.0.0b1
Issue ID
357989
Regression
No
Camera.targetTexture confuses camera callbacks
Camera.targetTexture or RenderTexture.active with Camera.RenderWithShader are making trouble.
If I set the camera's targetTexture in OnPreRender or OnPostRender in a script attached to the camera, it turns out those functions get called only once. Not once per frame, just once. The render texture gets filled properly, but the framebuffer isn't filled anymore, as I end up with some empty dark grey scene.
If I put a debug line in Update, I can see it gets called every frame.
If however I set my render texture into RenderTexture.active, then OnPreRender or OnPostRender are called every frame. However my render texture isn't filled (just black and 0 alpha) while the framebuffer is with what should be in the render texture, and my normal scene isn't drawn (or rather is drawn over).
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rigidbody2D.Slide API does not have the needed configuration when creating a 2D Top-Down character controller
- Opening reference for "Playables"component redirects to a missing page
- Sprite Renderer image is changed when switching Mask Interaction and changing Sprite to a shared Sprite
- An unsigned integer is not compared with an integer correctly in player when using IL2CPP backend
- Graphical artifacts are being rendered in Scenes that are loaded during run-time when GPU Resident Drawer is turned on
Add comment