Hey everyone and Merry Christmas!
I’m using Unity 2022.1.22 with URP.
My game works relatively ok on most of the devices but one specific device (used to test my app for a very specific marketplace, I can’t change the device and I have to pass the test to sell my app on the marketplace) gives a weird exception when entering the first game level:
2011-01-10 03:22:20.559 2303-2325 Unity com.xxx.xxx.puzzle E NullReferenceException: Object reference not set to an instance of an object.
at UnityEngine.Rendering.RTHandleSystem.Alloc (System.Int32 width, System.Int32 height, System.Int32 slices,
UnityEngine.Rendering.DepthBits depthBufferBits,
UnityEngine.Experimental.Rendering.GraphicsFormat colorFormat,
UnityEngine.FilterMode filterMode, UnityEngine.TextureWrapMode wrapMode, UnityEngine.Rendering.TextureDimension dimension, System.Boolean enableRandomWrite, System.Boolean useMipMap, System.Boolean autoGenerateMips, System.Boolean isShadowMap, System.Int32 anisoLevel, System.Single mipMapBias, UnityEngine.Rendering.MSAASamples msaaSamples, System.Boolean bindTextureMS, System.Boolean useDynamicScale, UnityEngine.RenderTextureMemoryless memoryless, UnityEngine.VRTextureUsage vrUsage, System.String name) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Rendering.RTHandles.Alloc (UnityEngine.RenderTextureDescriptor& descriptor, UnityEngine.FilterMode filterMode, UnityEngine.TextureWrapMode wrapMod
2011-01-10 03:22:20.712 2303-2325 Unity com.xxx.xxx.puzzle E Texture creation failed. 'ShadowAuto' is not supported for Render usage on this platform. Use 'SystemInfo.IsFormatSupported' C# API to check format support.
UnityEngine.Logger:Log(LogType, Object, Object)
UnityEngine.Debug:LogError(Object, Object) UnityEngine.Texture:ValidateFormat(GraphicsFormat, FormatUsage)
UnityEngine.RenderTexture:Initialize(Int32, Int32, Int32, RenderTextureFormat, RenderTextureReadWrite, Int32)
UnityEngine.RenderTexture:.ctor(Int32, Int32, Int32, RenderTextureFormat, RenderTextureReadWrite)
UnityEngine.Rendering.RTHandleSystem:Alloc(Int32, Int32, Int32, DepthBits, GraphicsFormat, FilterMode, TextureWrapMode, TextureDimension, Boolean, Boolean, Boolean, Boolean, Int32, Single, MSAASamples, Boolean, Boolean, RenderTextureMemoryless, VRTextureUsage, String)
UnityEngine.Rendering.RTHandles:Alloc(RenderTextureDescriptor&, FilterMode, TextureWrapMode, Boolean, Int32, Single, String)
UnityEngine.Rendering.Universal.ShadowUtils:AllocShadowRT(Int32, Int32, Int32, Int32, Single, String)
As I see it the main issue is Texture creation failed. ‘ShadowAuto’ is not supported for Render usage on this platform. Use ‘SystemInfo.IsFormatSupported’ C# API to check format support.
The device specification is as follows:
I checked my materials and textures and URP settings but I cannot find anything related to ShadowAuto option mentioned in the exception text.
I have 3 render textures in my project, they have this settings:
Please help!