I upgraded from 2021.1.11f1 to 2022.1.0b2 and this warning message just randomly shows up when I start the editor. If I clear the console two warnings immediately reappear. I do have some custom icons setup using EditorApplication.projectWindowItemOnGUI, but the warnings still show up even with the icons disabled.
I see same issue, is there any info ?
Possible scenario (URP). Check the Camera component and Output section. I had MSAA turn off. When I changed to “Use settings from Render Pipeline Asset” the warnings disappeared.
I had the same error and just deleted the camera node in the scene and recreated it with the same settings. “Use settings from Render Pipeline Asset” was selected in both cases.
Found a temporary solution, in this project com.unity.multiplayer.samples.coop
from this address GitHub - Unity-Technologies/com.unity.multiplayer.samples.coop: A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game.
unity version 2022.1.13 but probably valid for 2013.x.x
go to the scriptableobject type “Universal Renderer Data” and if in the properties there is a “Render Objects” with
Event = “AfterRenderingPostProcessing”
change to
Event = “AfterRendering”

This fixed it thanks
It didint fix mine… Using cozy weather… Please I need help
Any news on this ? I get the warning also in Unity 6 and Render Graph and in Unity 2022.
CommandBuffer: temporary render texture _CameraColorAttachmentA not found while executing (Blit source)
I dont have a texture with this name in my code, so make zero sense.
Tried all combinations of AA and TAA enables also, nothing seem to affect it.
I still get the issue in Unity 6000.0.25
Is there any update ?
Issue still exists for us in Unity 6000.0.32f1
Also seeing this in 6000.0.33f1 - seems to be intermittent I see the 2 errors when first opening a prefab after opening project. Doesn’t always happen and may be related to what is selected in scene or visible in scene view before opening the prefab. I also tried toggling Post Processing and Ati-alising in the Rendering section of Main Camera which might affect it happening. I am also using a camera overaly which may be related.
Still get the “CommandBuffer: temporary render texture _CameraTargetAttachmentA not found while executing (Blit source)”
in 6000.0.33 also
Unity 6000.0.23f1, Use HDRP OutLine Plugins, always Get the error, Please help me
Unity 6000.1.0f1, I have this problem too.
CommandBuffer: built-in render texture type 3 not found while executing (SetRenderTarget depth buffer)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Hopefully now the focus will be address all issues and bugs in the new versions
Unity 6000.0.47f1 still has this annoying warning…
yup 6.1.0f1
—
at void UnityEngine.Rendering.ScriptableRenderContext.Submit()
void UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera(ScriptableRenderContext context, UniversalCameraData cameraData) in Library/PackageCache/com.unity.render-pipelines.universal@24527717fb47/Runtime/UniversalRenderPipeline.cs:890
void UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack(ScriptableRenderContext context, Camera baseCamera, bool isLastBaseCamera) in Library/PackageCache/com.unity.render-pipelines.universal@24527717fb47/Runtime/UniversalRenderPipeline.cs:1091
void UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render(ScriptableRenderContext renderContext, List<Camera> cameras) in Library/PackageCache/com.unity.render-pipelines.universal@24527717fb47/Runtime/UniversalRenderPipeline.cs:468
void UnityEngine.Rendering.RenderPipeline.InternalRender(ScriptableRenderContext context, List<Camera> cameras)
void UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal(RenderPipelineAsset pipelineAsset, IntPtr loopPtr, Object renderRequest, AtomicSafetyHandle safety)
void UnityEditor.EditorGUIUtility.RenderPlayModeViewCamerasInternal_Injected(IntPtr, int, in Vector2, bool, bool)
void UnityEditor.EditorGUIUtility.RenderPlayModeViewCamerasInternal(RenderTexture target, int targetDisplay, Vector2 mousePosition, bool gizmos, bool renderIMGUI)
RenderTexture UnityEditor.PlayModeView.RenderView(Vector2 mousePosition, bool clearTexture)
void UnityEditor.GameView.OnGUI()
void UnityEditor.HostView.InvokeOnGUI(Rect onGUIPosition)
void UnityEditor.DockArea.DrawView(Rect dockAreaRect)
void UnityEditor.DockArea.OldOnGUI()
void UnityEngine.UIElements.IMGUIContainer.DoOnGUI(Event evt, Matrix4x4 parentTransform, Rect clippingRect, bool isComputingLayout, Rect layoutSize, Action onGUIHandler, bool canAffectFocus)
bool UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent(Event e, Matrix4x4 worldTransform, Rect clippingRect, Action onGUIHandler, bool canAffectFocus)
void UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint()
void UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh(DrawParams drawParams, float pixelsPerPoint, ref Exception immediateException)
void UnityEngine.UIElements.UIR.UIRenderDevice.EvaluateChain(RenderChainCommand head, Material initialMat, Material defaultMat, Texture gradientSettings, Texture shaderInfo, float pixelsPerPoint, ref Exception immediateException)
void UnityEngine.UIElements.UIR.RenderChain.Render()
void UnityEngine.UIElements.UIRRepaintUpdater.Render()
void UnityEngine.UIElements.BaseVisualElementPanel.Render()
void UnityEngine.UIElements.Panel.Render()
void UnityEditor.UIElements.EditorPanel.Render()
bool UnityEngine.UIElements.UIElementsUtility.DoDispatch(BaseVisualElementPanel panel)
bool UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent(int instanceID, IntPtr nativeEventPtr, ref bool eventHandled)
bool UnityEngine.UIElements.UIEventRegistration.ProcessEvent(int instanceID, IntPtr nativeEventPtr)
static UnityEngine.UIElements.UIEventRegistration()+(int i, IntPtr ptr) => { } [2]
void UnityEngine.GUIUtility.ProcessEvent(int instanceID, IntPtr nativeEventPtr, out bool result)
Receive CommandBuffer: built-in render texture type 3 not found while executing (SetRenderTarget depth buffer) warning in fresh (one day) 3D URP project on Unity 6000.1.0f1 when trying turn on Gizmos on Game view. In Scene view its OK - I see the gizmos. Stats in Game view (tris, verts, and so on) are notisable increasing. But no visual.
I have another project, where some URP assets are broken. For exaple, in settings on Render Pipeline Asset i have None. This project created 1,5 years ago on very first Unity6 version, and several times have been updated to newer versions of Editor. This problem never happens for all that time, and Gizmos works fine in Scene and Game views even right now. (Both projects on same Editor version)
Same problem here man


