What is it supposed to look like? Just posting a screenshot and asking âhow do I fix thisâ without pointing out specifically what youâre seeing that you donât want isnât going to be helpful since no one here knows what is or isnât intentional, or what your expecting it to look like.
Sorry, this is what itâs supposed to look like. I donât have this specific bug, but someone who has played my game sent me that screenshot. Iâm still a noob, so Iâm unsure why something like that would occur.
It looks like what happens when your cameraâs Clear Flags are set to Nothing or DepthOnly.
If youâre using a black skybox or doing the black background with something in the scene, there are bugs on some Android devices where objects that are very close to the far clip plane get clipped when they shouldnât be. Try setting the Clear Flags to Solid Color even if you have a background object, or you should increase the far plane.
Iâve seen something like this before⌠see here:
In addition to what @bgolus said, you could try setting Blit Type to âAlwaysâ if itâs on something else and see if that makes a difference, since thatâs the most compatible option. However, it is generally best to pick âAutoâ (better performance where supported).
How can I see camera clear flags? Iâm using URP and my background type is set to âSolid Colorâ.
As @bgolus suggested this looks like missing clear of the framebuffer to me. Maybe just depth.
You could try using Unityâs frame debugger to figure out where it happens.
You could also try RenderDoc. I fills uninitialized frame buffers with a distinct patterns.