So now, put aside things like complaints,
I just need fixable solution, how-to tutorials to these error I met.
When game play, I met these error hundreds times a second repeatedly when my game’s graphic should comes out normally.
Was had no error at unity 2021.1.16, but now met these error at unity 2023.1.17
And what is my URP’s version? Where I can find?
What URP versions adopted to what Unity versions?
Assertion failed
UnityEngine.Rendering.RTHandle:hushed:p_Implicit(RTHandle)
UnityEngine.Rendering.Blitter:BlitTexture(CommandBuffer, RTHandle, Vector4, Material, Int32)
UnityEngine.Rendering.Universal.Internal.CopyColorPass:ExecutePass(RasterCommandBuffer, PassData, RTHandle, Boolean, Boolean)
UnityEngine.Rendering.Universal.ScriptableRenderer:ExecuteRenderPass(ScriptableRenderContext, ScriptableRenderPass, RenderingData&)
UnityEngine.Rendering.Universal.ScriptableRenderer:ExecuteBlock(Int32, RenderBlocks&, ScriptableRenderContext, RenderingData&, Boolean)
UnityEngine.Rendering.Universal.ScriptableRenderer:Execute(ScriptableRenderContext, RenderingData&)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera(ScriptableRenderContext, CameraData&, Boolean)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
ArgumentNullException: Value cannot be null.
Parameter name: value
at UnityEngine.Object+MarshalledUnityObject.ThrowException[TException] (System.String message) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.MaterialPropertyBlock.SetTextureImpl (System.Int32 name, UnityEngine.Texture value) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.Internal.CopyColorPass.ExecutePass (UnityEngine.Experimental.Rendering.RasterCommandBuffer cmd, UnityEngine.Rendering.Universal.Internal.CopyColorPass+PassData passData, UnityEngine.Rendering.RTHandle source, System.Boolean useDrawProceduralBlit, System.Boolean disableFoveatedRenderingForPass) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) [0x00000] in <00000000000000000000000000000000>:0
Frame: 00935 frm_fps: 3.36 frm_ms/f: 297.62 CPU_ms/f: 249.72 GPU_ms/f 7.88 Total.Memory:2.18 GB, Mem.Allocated:574.48 MB, Mem.Reserved:809.42 MB, GPU.Allocated:1.03 GB, GPU.Reserved:1.12 GB, GC.Heap:106.81 MB, GC.Used:91.25 MB, LowLevel.Allocations:319.34 KB, External.Allocations:255.30 MB, Sys.FreeSpace:779.58 MB, Sys.Allocatable:779.00 MB
Unloading 188 unused Assets / (141.0 KB). Loaded Objects now: 177465.
Memory consumption went from 0.81 GB to 0.81 GB.
Total: 484.590052 ms (FindLiveObjects: 55.374063 ms CreateObjectMapping: 11.097344 ms MarkObjects: 415.057031 ms DeleteObjects: 3.059427 ms)
Unloading 2 Unused Serialized files (Serialized files now loaded: 39)
Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
UnityEngine.Experimental.Rendering.XRSystem:NewLayout()
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
Assertion failed
UnityEngine.Rendering.RTHandle:hushed:p_Implicit(RTHandle)
UnityEngine.Rendering.Blitter:BlitTexture(CommandBuffer, RTHandle, Vector4, Material, Int32)
UnityEngine.Rendering.Universal.Internal.CopyColorPass:ExecutePass(RasterCommandBuffer, PassData, RTHandle, Boolean, Boolean)
UnityEngine.Rendering.Universal.ScriptableRenderer:ExecuteRenderPass(ScriptableRenderContext, ScriptableRenderPass, RenderingData&)
UnityEngine.Rendering.Universal.ScriptableRenderer:ExecuteBlock(Int32, RenderBlocks&, ScriptableRenderContext, RenderingData&, Boolean)
UnityEngine.Rendering.Universal.ScriptableRenderer:Execute(ScriptableRenderContext, RenderingData&)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera(ScriptableRenderContext, CameraData&, Boolean)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
ArgumentNullException: Value cannot be null.
Parameter name: value
at UnityEngine.Object+MarshalledUnityObject.ThrowException[TException] (System.String message) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.MaterialPropertyBlock.SetTextureImpl (System.Int32 name, UnityEngine.Texture value) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.Internal.CopyColorPass.ExecutePass (UnityEngine.Experimental.Rendering.RasterCommandBuffer cmd, UnityEngine.Rendering.Universal.Internal.CopyColorPass+PassData passData, UnityEngine.Rendering.RTHandle source, System.Boolean useDrawProceduralBlit, System.Boolean disableFoveatedRenderingForPass) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) [0x00000] in <00000000000000000000000000000000>:0
Unloading 0 unused Assets / (Unknown). Loaded Objects now: 177473.
Memory consumption went from 0.81 GB to 0.81 GB.
Total: 485.765365 ms (FindLiveObjects: 56.825833 ms CreateObjectMapping: 11.488958 ms MarkObjects: 416.234896 ms DeleteObjects: 1.213646 ms)
Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
UnityEngine.Experimental.Rendering.XRSystem:NewLayout()
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
Assertion failed
UnityEngine.Rendering.RTHandle:hushed:p_Implicit(RTHandle)
UnityEngine.Rendering.Blitter:BlitTexture(CommandBuffer, RTHandle, Vector4, Material, Int32)
UnityEngine.Rendering.Universal.Internal.CopyColorPass:ExecutePass(RasterCommandBuffer, PassData, RTHandle, Boolean, Boolean)
UnityEngine.Rendering.Universal.ScriptableRenderer:ExecuteRenderPass(ScriptableRenderContext, ScriptableRenderPass, RenderingData&)
UnityEngine.Rendering.Universal.ScriptableRenderer:ExecuteBlock(Int32, RenderBlocks&, ScriptableRenderContext, RenderingData&, Boolean)
UnityEngine.Rendering.Universal.ScriptableRenderer:Execute(ScriptableRenderContext, RenderingData&)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderSingleCamera(ScriptableRenderContext, CameraData&, Boolean)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
ArgumentNullException: Value cannot be null.
Parameter name: value
at UnityEngine.Object+MarshalledUnityObject.ThrowException[TException] (System.String message) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.MaterialPropertyBlock.SetTextureImpl (System.Int32 name, UnityEngine.Texture value) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Blitter.BlitTexture (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.Rendering.RTHandle source, UnityEngine.Vector4 scaleBias, UnityEngine.Material material, System.Int32 pass) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.Internal.CopyColorPass.ExecutePass (UnityEngine.Experimental.Rendering.RasterCommandBuffer cmd, UnityEngine.Rendering.Universal.Internal.CopyColorPass+PassData passData, UnityEngine.Rendering.RTHandle source, System.Boolean useDrawProceduralBlit, System.Boolean disableFoveatedRenderingForPass) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData& cameraData, System.Boolean anyPostProcessingEnabled) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, UnityEngine.Object renderRequest) [0x00000] in <00000000000000000000000000000000>:0
Render Pipeline error : the XR layout still contains active passes. Executing XRSystem.EndLayout() right now.
UnityEngine.Experimental.Rendering.XRSystem:NewLayout()
UnityEngine.Rendering.Universal.UniversalRenderPipeline:RenderCameraStack(ScriptableRenderContext, Camera)
UnityEngine.Rendering.Universal.UniversalRenderPipeline:Render(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)