Hello, we encountered a problem on ios devices with iOS 14.0 and Apple A12 or above.
We load several thousand textures from memory as follows:
Use the function Texture2d.LoadImage (textureBytes, markNonReadable: false);
Using Texture2d.GetRawTextureData we read texture data
Texture2d.Apply (false, makeNoLongerReadable: true) - free the ram copy of the texture
As a result, some textures are damaged. If we comment Texture2d.Apply (false, makeNoLongerReadable: true) call, the problem goes away.
We don’t need mipmaps, we are creating Texture2D without mipmaps:
var texture = new Texture2D(width, height, TextureFormat.ARGB32, mipChain: false, true)