I have a secondary camera that outputs to a render texture and I am drawing only one layer with it which has a few elements. The camera’s clear flags are set to Solid Color with alpha 0 (RGBA = 0,0,0,0). Everything seems to work fine on PC and most android phones but in some android phones (Old ones) the secondary camera doesn’t clear at all and I can see the previous frames as I move my character.
I am using the latest URP package and the 2D Renderer. My scene has just one 2D light and a few shadow casters.
Try setting Blit Type (in build settings) to Always, if you haven’t already? If that fixes it, try Auto. “Never” is the highest performance but least compatible. You also want to make sure you’re not using a camera to render a texture and then reusing it as a normal camera again. There is a specific combination of settings that along with this will cause improper scaling issues at orientation change.
It is set to Blit Type “Always” by default, I didn’t change it.
And I am definitely not using the camera again. I am setting the render texture from the secondary camera to a sprite and that sprite is being rendered by the main camera.
And my issue isn’t scaling, it’s about the camera not getting cleared.
Okay - I wasn’t suggesting it was scaling, I was just sharing what has caused graphics-related problems for me with Android in the past. Hopefully someone else has come across the same problem and will have more to add / suggest.