Search Issue Tracker
Won't Fix
Votes
0
Found in
5.3.5p8
Issue ID
814628
Regression
Yes
[Image] RenderTexture displays wrong image for one frame if image initially had 0 fill amount
Steps to reproduce:
1. Open attached project "bug_image_fill_bug.rar"
2. Open scene "BugFill"
3. Make sure that "Error pause" is enabled in console and run the scene
4. Once scene is paused, in scene view inspect render texture and notice that it shows different image than is visible in scene view
5. Skip to the second frame and notice that Image displayed by RT changes
Additional steps
6. Stop the scene
7. Open "CompanyLogoPrinter.cs" and in line 39 change setLogoFillAmount to 0.001f
8. Run scene again and notice that this time correct image is displayed once scene is paused
Reproduced with: 5.3.5p1, 5.3.5p8, 5.4.0b25, 5.5.0a3
Not reproducible: 5.2.4f1, 5.3.5f1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
Add comment