Hi Everyone,
I’m posting here since in haven’t found anyone with a similar issue.
I created a system for my game to display my backgrounds. It creates a canvas in front of a camera that record the image to a render texture. That texture is then applied to the main canvas.
Why doing so? for 2 main reasons:
1- because sometimes i have to blur the background. And since mobile devices can’t handle blurring very well, i activate the camera once, and then shut it down. this way, the processor don’t have to calculate the blur every frames thus lowering the framerate for no reason.
2- because of the transitions. i used a canvasgroup to lower the alpha when i switch backgrounds, but the way it worked made some elements apparent during the fade. And i wanted some elements to stay hidden.
So what is the problem?
Android
on Unity and PC, no problem, see for yourself
But on android builds, it renders this:
At first I thought it had something to do with the render texture parameters, but i’m not sure anymore.
Does anyone know what causes that, and how to get render textures to work correctly on Android?