Search Issue Tracker
Fixed in 2022.2.X
Votes
0
Found in
2021.2
2021.2.3f1
2022.1
Issue ID
1382199
Regression
No
CommandBuffer.Blit fails to copy BuiltinRenderTextureType.CurrentActive to a RenderTexture when multiple cameras are enabled
How to reproduce:
1. Open the attached project ("CommandBuffer CurrentActive Bug.zip")
2. Enter Play Mode
3. Select the "Test" GameObject in Hierarchy
4. Observe the preview of the RenderTexture in Inspector
5. Click "Toggle Secondary Camera" in the Inspector
Expected result: RenderTexture preview displays the RenderTexture
Actual result: RenderTexture preview displays a white texture
Reproducible with: 2021.2.5f1, 2022.1.0a16
Could not test with: 2019.4.33f1, 2020.3.23f1 ("Type of conditional expression cannot be determined because there is no implicit conversion between 'UnityEngine.RenderTexture' and 'UnityEngine.Texture2D'")
Note:
- This behavior does not occur under certain circumstances, although these are not the desired use cases:
- If the secondary camera's depth is less than the main camera's depth
- If the secondary camera's depth is greater than the main camera's depth and the secondary camera's viewport rect doesn't match the main camera's
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
- [VFX] Custom HLSL with 'int' parameter, without the 'in/out/inout' access modifier is not supported
- [Windows] Lens Flare doesn't work in the Lens Flare Showroom URP Sample Scene
- Crash on ujob_execute_job while using OverlapBoxCommand when collisions are more than maxHits
- The validity of the multiple handles can behave differently based on the load/release operations order, when multiple Addressables.LoadAssetAsync and Addressables.Release are used to load and release the same Addressable Asset
- Dynamic text is rendered in the background when it is inside the <font> tag
Resolution Note (fix version 2022.2):
Fixed in: 2022.2.0a3