I found a problem with the Universal RP 12.1.15. We have a game that currently live with this one which is really bad. So the problem is that when you have more that 1 RenderTexture (which we create in code) only the last one hierarchy (the last rendered camera) is rendered properly, all previous ones are black.
Additionaly there’s this warning only when there are black textures, when creating the first RT:
CommandBuffer: temporary render texture not found while executing (SetRenderTarget depth buffer)
No matter what I do it comes out this way:
auto Graphics API or only OpenGLES
different depth buffers
depth texture modes in the renderer
some other random settings from these type of problems found on the net
This is pretty serious, cause we needed to update the IAP plugin and this is the only Unity version that lets you build for Android at the moment from what we tested. And we cannot downgrade th URP unfortunately, the editor won’t let us.
The devices that someone could test this on are available in Firebase Test Lab:
Hello hello! Have you submitted a bug report for this one? Also in the report it would help a lot to let us know if it’s happening on Android only, or in the editor and other platforms as well!
Yeah, did that. I got CASE IN-87322 for now. It happens on some Android devices. Works as expected in the editor (no matter what I do really) and on iOS. I’ve sent it from the editor so it’s the same project as the screenshots.
W have a lot of 1* reviews unfortunately. The devices are pretty random I would say, but those 2 have a PowerVR GPU I think. We also got S20 FE on the list (we got those) but unfortunately in Poland we got Exynos and those work OK, so there might be a problem with Adreno GPUs.
OK, so I’ve got a temporary fix for this one. Unity 2021.3.44 blocks every attempt to install URP 12.1.8 except one: Add package from disk… Installing by name and version shows an error that the package doesn’t exist.
So what you have to do is:
Have the package somewhere on your drive. For example: install 2021.3.15 and add Universal RP (12.1.8).
Go to your 2021.3.44 project and the Package Manager.
Click + and Add package from disk….
Find the package.json file in the 12.1.8 package folder.
Add that package to your project.
The black RenderTextures are gone.
One thing I was wrong about is that it’s not the last in hierarchy, it’s the last one created. So I guess the renderer has a list of RenderTextures, renders them one by one and each one overwrites the previous ones with black pixels. That’s why the last one is OK.
Edit:
You can use relative path (“file:../FOLDER/PACKAGE”) in packages-lock.json and manifest.json so it’s pretty easy to add the package to the project and keep it on the repo for example.
2021.3.44f1 has this problem. I Try two methods can solve this.
2021.3.44f1 有这个问题。我尝试两种方法可以解决这个问题。
First Method : Back UPR Version 12.1.15 → 12.1.12.
第一种方法:将 UPR 版本 12.1.15 → 12.1.12 备份。
Second Method: Back Unity Version 2021.3.44f1 → 2021.3.42f1 ,and URP version is 12.1.15 in 2021.3.42f1 .
第二种方法:将 Unity 版本 2021.3.44f1 → 2021.3.42f1 返回,URP 版本在 2021.3.42f1 中为 12.1.15。
Can anyone tell me which method is better? I thought it was a URP problem at first, but after testing, I found that it was not absolutely
谁能告诉我哪种方法更好?一开始还以为是URP的问题,但测试后发现并不是绝对的
I have the same problem but with version 2023.2.20f1 on some Android devices the screen is completely dark but the UI is displayed, but I notice it appeared when update to Unity 6 too. Have you found a way to get rid of this?
I just updated to Unity 2021.3.45f1 because of another problem, and players are now reporting this bug.
Are you sure there is no plans to fix this on Unity 2021? that would be a big problem for me
For anybody still using Unity 2021 for Android: you need to update Unity anyways to support 16kb memory page sizes. Unless you’re on Enterprise
We had to update most of the stuff, so: Google Mobile Ads, Firebase, Google Play Games, Purchasing, so we decided to go with the latest at that time Unity 6000.2.5f1. Everything works after the update. Like EVERYTHING. We’re getting this update into production this week and I’ll let you know if there’s any new problems.