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GetNativeTexturePtr() returns 0 on RenderTexture until colorBuffer property get is called



1. Open user attached project.
2. Play main scene.
3. Watch at console output.

It is coming from TestRenderTextureNativePtr script which is attached to GameObject.

Second line of output is value of renderTexture.GetNativeTexturePtr()
Fifth line of output is value of renderTexture.GetNativeTexturePtr() AFTER calling renderTexture.colorBuffer.ToString()

Expected behavior: GetNativeTexturePtr() value is always returned
Actual behavior: GetNativeTexutrePtr() value is returned only after getting colorBuffer property.

Comments (5)

  1. ModLunar

    Mar 03, 2024 04:17

    UPDATE: From my testing, actually I didn't observe this issue in Unity 2021.3.30f1. Apologies for the anger, I had spent several weeks fighting native rendering crashing with not much guidance from the NativeRenderingPlugin example GitHub repo since they only read/write texture data in C++ on the CPU on OpenGL. Anyways, neither here nor there -- This maybe should be marked as solved instead, *not* by design!

  2. ModLunar

    Mar 02, 2024 23:51

    How does stuff like this even get designed?? At least help fill us in with documentation.. I've been at it for weeks in OpenGL / C++ / Unity / C#, and getting RenderTextures to do anything useful at all in OpenGL has been harder than feeding 500 families... ridiculous

  3. CyRaid

    Feb 08, 2021 03:20

    Wait how is this by design, when not even mentioned in the documentation? Why would referencing colorBuffer change the result of GetNativeTexturePtr()? If it's the case of not being ready, would an 'Update()' method suit better? And in the documentation state 0 means not ready yet? Or better yet, if it's not ready, automatically update or do what's necessary to actually get the native texture pointer?

  4. mdrunk

    May 28, 2020 20:34

    still an issue in 2019.3. awesome.

  5. wing6031

    Jan 02, 2018 09:55

    thx,you helped me to fixed the problem!

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