Search Issue Tracker
Won't Fix
Votes
4
Found in
2020.3
2020.3.20f1
2021.2
2022.1
Issue ID
1374483
Regression
No
CommandBuffer allocates a different Temporary Render Texture when bounding it on Metal
How to reproduce:
1. Open the user's attached "crest" project
2. Open the "main" Scene
3. Enter the Play Mode
4. Observe the Game view
Expected result: Water Texture is rendered on the squares in the Game view
Actual result: No water Texture is rendered. Instead, only squares are visible
Reproducible with: 2020.3.23f1, 2021.2.4f1, 2022.1.0a16
Couldn't test with: 2019.4.33f1 (the project is not compatible with streams below 2020.3)
Note: Not reproducible in Windows
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
- "Shader warning in 'Hidden/Light2D': implicit truncation of vector type" is thrown when building Universal 2D template
- AI Assistant breaks compilation of packages using System.Runtime.CompilerServices.Unsafe via auto-referencing
- Unity Hub checks the "Documentation" module by default on the 6.4 and 6.5 streams despite that it was unchecked with the previous installs
- Shortcut that toggles between Dopesheet and Curves Views in the Animation Window's Timeline is mislabed
- Property List Items Overlap onto the Property List's top edge when scrolling through a long Property List
Resolution Note:
Trying to use a temporary Render Texture created in a Command Buffer outside the scope of the Command Buffer is not a valid/supported use case. It's recommended to create user-managed Render Textures to be used in such cases.