How can i active again a render texture after set it to null ?

I have two cameras in the hierarchy.
“Camera” is displaying when running the game using render texture raw image and canvas in the game view bottom right corner.

When i click on C key to switch the cameras between Main Camera and Camera i set the render textire active and the Camera render texture to null:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SwitchCameras : MonoBehaviour {

    public Camera[] cameras;
    public int currentCamera = 0;
    public GameObject objectToHide;
    public RenderTexture rt;

    void Awake()
    {
        if (cameras == null || cameras.Length == 0)
        {
            Debug.LogError("No cameras assigned..", gameObject);
            this.enabled = false;
        }
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.C))
        {
            // disable current
            cameras[currentCamera].enabled = false;

            // increment index and wrap after finished array
            currentCamera = (currentCamera + 1) % cameras.Length;

            // enable next
            cameras[currentCamera].enabled = true;

            if (cameras[currentCamera].name == "Camera")
            {
                objectToHide.GetComponent<Renderer>().enabled = false;
                RenderTexture.active = null;
                cameras[currentCamera].targetTexture = null;
            }
            else
            {
                objectToHide.GetComponent<Renderer>().enabled = true;
                RenderTexture.active = rt;
                for (int i = 0; i < cameras.Length; i++)
                {
                    if (cameras*.name == "Camera")*

cameras*.targetTexture = rt;*
}
}
}
}

void EnableOnlyFirstCamera()
{
for (int i = 0; i < cameras.Length; i++)
{
// only 1==0 returns true
cameras*.enabled = (i == 0);*
}
}
}

This is the two lines i set the render text to null:
RenderTexture.active = null;
cameras[currentCamera].targetTexture = null;
What it does is freezing the Camera picture to still in the bottom right corner.
Then when switching back to the Main Camera i’m trying to active the Camera again:
RenderTexture.active = rt;
for (int i = 0; i < cameras.Length; i++)
{
if (cameras*.name == “Camera”)*
cameras*.targetTexture = rt;*
}
But the Camera not active there is still a frozen image inside like the render texture is not active.

The solution is also to activate the camera again.

RenderTexture.active = rt;
                for (int i = 0; i < cameras.Length; i++)
                {
                    if (cameras*.name == "Camera")*

{
cameras*.targetTexture = rt;*
cameras*.enabled = true;*
}
}
Added this line and it’s working now:
cameras*.enabled = true;*