Search Issue Tracker
Won't Fix
Won't Fix in 2022.2.X
Votes
1
Found in
2022.1.3f1
2022.2.0a15
Issue ID
UUM-3358
Regression
No
Editor windows become black when using "Graphics.Blit" inside the Editor
How to reproduce:
1. Open project "Black_ProjectExplorerWindow.zip"
2. Select any file in the Project window from the Editor folder (Assets > Editor)
3. Observe the view
Expected result: Project window doesn't become black
Actual result: Project window becomes black for a few seconds
Reproducible with: 2022.1.0a4, 2022.1.3f1, 2022.2.0a15
Could not test with: 2019.4.39f1, 2020.3.35f1, 2021.3.3f1, 2022.1.0a3 (Errors after project downgrade)
Reproduced on: macOS 11.6 (Intel), Windows 10
Note: Also reproducible when selecting "Main Camera" GameObject in the Hierarchy window
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
Resolution Note:
There are no fixes planned for this Bug
Resolution Note (2022.2.X):
There are no fixes planned for this Bug
Resolution Note:
This issue is the result of incorrect usage of the Graphics.Blit API by the user provided project.
In the documentation for Graphics.Blit (https://docs.unity3d.com/ScriptReference/Graphics.Blit.html) it is explicitly called out that "Graphics.Blit changes RenderTexture.active. Keep track of the previously active RenderTexture if you need to use it after calling Graphics.Blit."
A change to the user script of storing the RenderTexture.active property before calling Graphics.Blit and resetting it afterwards resolves this issue.