RenderTexture destroyed when launching Standalone

Hello everybody !!

I’m trying to use RenderTexture. I create and display it this way : (I am using 2D Toolkit and I want to bind the texture to all my cameras in the scene)

using UnityEngine;
using System.Collections;

public class SceneRenderer : MonoBehaviour 
{
	private RenderTexture m_RenderTexture = null;
	
	// Use this for initialization
	void Start ()
	{
		m_RenderTexture = new RenderTexture(1280, 800, 24, RenderTextureFormat.ARGB32);
		m_RenderTexture.anisoLevel = 0;
		m_RenderTexture.filterMode = FilterMode.Bilinear;
		m_RenderTexture.useMipMap = false;
		
		m_RenderTexture.Create();
		
		tk2dCamera[] cams = (tk2dCamera[])GameObject.FindObjectsOfType(typeof(tk2dCamera));
		foreach (tk2dCamera cam in cams)
		{
			Camera c = cam.GetComponent<Camera>();
			c.targetTexture = m_RenderTexture;
		}
	}
	
	// Update is called once per frame
	void Update () 
	{

	}
	
	void OnGUI()
	{
		if (m_RenderTexture != null)
		 	GUI.DrawTexture(new Rect(80, 0, 1440, 900), m_RenderTexture, ScaleMode.ScaleAndCrop );	
	}
}

It works well in Editor mode but i have a black screen when I build and run a Standalone.
Here is the output_log file :

It seems that the rentertexture is released ans destroyed just after the start of the Standalone.
Why?

Noego.

I had same issue. Turning off multithreaded rendering solved issue (it’s workaround, but works till guys in unity fix the bug).