Unity - Render texture rendering raw image delay

Hello. I have a problem in Unity with delayed rendering of a raw image. I have 2 cameras (Main and Secondary). The Main camera renders all layers except for the “Water” layer. The Secondary camera script copies the movement of the Main camera. In the Secondary camera, I only render one layer, “Water”. I output this Secondary camera to a render texture. I render the render texture using a canvas into the Main camera. The problem is that the rendering of the render texture in the Main camera has a delay. However, when I set the “Blend update method” in the Cinemachine Brain of the Main camera from “Late Update” to “Fixed Update”, there is no delay. But I need to have the Blend update method set to “Late Update” because everything is slightly jerky (movement of the camera is smooth in Late Update). How can I render the render texture without delay in the Main camera? My project is using URP. (I also tried putting the Secondary camera under the Main camera, but then the render texture was stuck.)

You already had a thread with this topic. Why start a new one? Do you believe that the answers to your systemic issues will come more readily if the thread is blank?

Let me tell you: It is near-impossible to sort your problem without doing some hands-on work on the project itself. It’s not like there is some magic button and a long chain of questionable decisions can somehow be undone, and straightened up into a smooth gaming sensation.

The only logical answer would be: it shouldn’t lag at all and you’re doing something wrong. What’s wrong? Well, if you’re constantly moving back and forth from Update to LateUpdate and FixedUpdate, then probably your entire set up works against you, you shouldn’t change these decisions willy-nilly. You want your rendering pipeline to be as reliable as possible, and you want to nail such things as early as possible in any project, so that you can react if something goes wrong, but also so you can add features while things inevitably grow in complexity.

It’s quite possibly a combination of factors, and you can deal with that only with the full understanding of how your set up works. Try making some small prototypes from which you can learn how to get the most out of this particular technique, think ahead, plan for the future. Experiment.

Only you can learn from what you could’ve have done better, or what steps you’ve ignored or should not have neglected. We can only wildly guess or try and recreate your exact project, only to tell you what went wrong in your case. Which probably isn’t going to happen.