Hey y’all. I am having some issues on android devices when I try to assign a RenderTexture to a material.
rt = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.Default);
yield return rt.Create();
GetComponent<Camera>().targetTexture = rt;
OriginalObject.GetComponent<SpriteRenderer>().material.SetTexture("_MaskTex", rt);
Note that this works perfectly on iOS devices and in the Unity Editor. However, on android, as soon as the last line is executed, the sprite disappears. Is there a different way to handle this behavior on Android?