Search Issue Tracker
By Design
Votes
1
Found in
6000.0.54f1
6000.1.13f1
6000.2.0b11
6000.3.0a3
Issue ID
UUM-112473
Regression
No
Trailing GameObject glitch is present when moving Camera and using Blitter.BlitTexture with stencil buffer
Reproduction steps:
1. Open the attached project "ReproProj"
2. Open the “/Assets/Scenes/SampleScene.unity” Scene
3. Open Scene view
4. In Hierarchy, select “Main Camera“ and click the “F” key to focus on the object in Scene view
5. Use right-click to look around in Scene view
Expected result: No trailing GameObject glitch exists
Actual result: Trailing GameObject glitch is present
Reproducible with: 6000.0.54f1, 6000.1.13f1, 6000.2.0b11, 6000.3.0a3
Could not test with: 2022.3.62f1 (Assets\BlitTest\RenderFeature\TestRenderFeature.cs(4,29): error CS0234: The type or namespace name 'RenderGraphModule' does not exist in the namespace 'UnityEngine.Rendering' (are you missing an assembly reference?))
Reproducible on:
Scene view
Play Mode
Windows Standalone Player
Testing environment: Windows 10 Enterprise 21H2
Not reproducible on: No other environment tested
Note:
- Forum thread https://discussions.unity.com/t/is-there-a-way-to-avoid-clearing-of-my-texture-on-blit-pass/1668413
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 appear to be several issues with the project. First of all, when a "Load" action is expected (which appears to be the case based on the forum thread), the Render Graph needs to be told we still need the texture contents. This is done by specifying read access in addition to write access, using AccessFlags.ReadWrite.
We also suggest using renderGraph.AddBlitPass to blit using Render Graph https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.0/api/UnityEngine.Rendering.RenderGraphModule.Util.RenderGraphUtils.html