Hi, I Have this weird problem with Android Build of my game on low spec phones,
Settings :
Render Pipeline: URP
Post Processing effects: Only bloom
Sprites has 2 shaders: Glow and Inner Out Line
Quality Settings: Low Quality (Unity Default)
Player Settings: Fixed Dpi(240) - Gamma color space- OpenGLES3-IL2CPP-Armv7
I tried various setting (Volkan-OpenGLES2)-(all Quality Settings) but problem still exists.
Feels like maybe your camera (or one of your cameras) isn’t set to clear fully to either background color or skybox?
What is in the scene if you press pause while playing and go look around? How about it if while paused you drag a cube in place and wiggle it in front of the Camera? Does that leave streaks?
It’s only happening on android build and low spec phones, There is no problem in unity and windows build or mid/high spec phones, So I can’t do the test that you mention above. the camera clear flag set to Solid Color and I tested background color with full alpha also but no difference! Sorry I’m not good at English.
I found the Solution and the problem is the Noise (Basic Multi Channel Perlin) that I used for Simulating Shake feedback, without this feedback there is no problem and everything is run so smooth. I really appreciate if someone from cinemachine development team consider this bug ( if it’s a bug!) and help me with this. maybe I want to use this feedback in another game.