I’ve come across a problem that I believe came up in the latest update, but I cannot be sure.
My RenderTexture from the camera has an alpha channel that is completely black, even though there are completely opaque objects (with diffuse shader applied) that is rendered into it. How can I get the RenderTexture to have an alpha channel that reflects what is really rendered? For example, If I have a diffuse sphere in the camera’s view, I want the alpha channel to be white where the object is.
If you have a reference to something you don't need to reference it again. What you need to look into more is the RPCTargets.All flag, as that's what's invoking your functions on the players.
– jmgek