Light2D doesn't show up in render textures if the scene objects were just activated

Let’s say I want to take an snapshot of a scene that is inactive, so I activate all its object and proceed to run this code:

RenderTexCam.gameObject.SetActive(true);
RenderTexCam.orthographicSize = myOrthoSize;
RenderTexCam.clearFlags = CameraClearFlags.Color;
RenderTexCam.targetTexture = myRTtarget;
RenderTexCam.transform.position = myPos;
RenderTexCam.Render();
RenderTexCam.gameObject.SetActive(false);

Then the scene is deactivated again in same frame. Everything shows up in the resulting RT except any Light2D.

Light2D get captured running the same code if the scene was already active in previous frames, so I’m missing something to make Light2D render for this quick snapshot version

Asked Gemini, if this is true then I don’t see possible solutions. Fortunately, I may use a workaround since these RTs only need to be created at the level start. Later they are updated in a regular way

Unfortunately, in Unity, there isn’t a direct way to force the engine to compute temporary textures for Light2D components. The process is handled internally by Unity’s rendering pipeline to optimize performance.