Randomly getting this error that causes all rendering to stop.
NullReferenceException: Object reference not set to an instance of an object
UnityEngine.Rendering.Universal.Internal.MainLightShadowCasterPass.Configure (UnityEngine.Rendering.CommandBuffer cmd, UnityEngine.RenderTextureDescriptor cameraTextureDescriptor) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/Passes/MainLightShadowCasterPass.cs:123)
UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/ScriptableRenderer.cs:950)
UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/ScriptableRenderer.cs:921)
UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/ScriptableRenderer.cs:669)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData cameraData, System.Boolean anyPostProcessingEnabled) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:414)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:323)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:278)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <14c3e404c974480fb218229516cafd50>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <14c3e404c974480fb218229516cafd50>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
Edit: This will error every frame and crash unity after about 30 sec, I’m assuming due to a memory leak as it takes >30gb ram when it crashes.
If I toggle the camera on and off I get:
AssertionException: Editor camera must resolve target upon finish rendering.
Assertion failure. Value was False
Expected: True
UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) (at <14c3e404c974480fb218229516cafd50>:0)
UnityEngine.Assertions.Assert.IsTrue (System.Boolean condition, System.String message) (at <14c3e404c974480fb218229516cafd50>:0)
UnityEngine.Rendering.Universal.UniversalRenderer.Setup (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderer.cs:841)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData cameraData, System.Boolean anyPostProcessingEnabled) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:410)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:561)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:264)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <14c3e404c974480fb218229516cafd50>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <14c3e404c974480fb218229516cafd50>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
After some debugging it appears this only happens with an overlay camera on the stack, if I disable my overlay camera the bug stops. But so does my whole game
It also works fine in the player (android + windows)
Just toggling the game window when not in play mode gives:
AssertionException: Editor camera must resolve target upon finish rendering.
Assertion failure. Value was False
Expected: True
UnityEngine.Assertions.Assert.Fail (System.String message, System.String userMessage) (at <0dc26211fc6f43128da1d70c2c3a8abc>:0)
UnityEngine.Assertions.Assert.IsTrue (System.Boolean condition, System.String message) (at <0dc26211fc6f43128da1d70c2c3a8abc>:0)
UnityEngine.Rendering.Universal.UniversalRenderer.Setup (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderer.cs:841)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData cameraData, System.Boolean anyPostProcessingEnabled) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:410)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderCameraStack (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera baseCamera) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:561)
UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@12.0.0/Runtime/UniversalRenderPipeline.cs:264)
UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <0dc26211fc6f43128da1d70c2c3a8abc>:0)
UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <0dc26211fc6f43128da1d70c2c3a8abc>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
I’ve tried rolling back to an older beta, same issue.
I’ve tried reimporting all.
If I upgrade to the alpha I dont get the error, but that isnt a real option.
EDIT: If I disable gizmoes the errors no longer appear.
1 Like
Hi @SevenPointRed ,
Could you please submit a bug report for this issue, ideally with a reproduction project attached?
The first error i think is fixed now, see https://discussions.unity.com/t/853401
As for the others, I could not create a reproduction and its impossible to strip the project down. So I was just hoping someone else might have had it. Sorry I can’t be much more help.
The only “fix” i have is to disable gizmos.
1 Like
Hi,
Thank you for reporting the bug! I can confirm that the fix for rendering issue with camera stack and gizmos enabled is on its way and it will land in the newer version of URP.
I get this on unity 2022.2.14 and URP 14.0.7
1 Like
SSm19
July 7, 2023, 9:22am
8
got this error on 2022.3.4 + URP 14.0.8
i am writting this in case someone have my problem that is related with URP in Unity 2022.3.
I just updated my project to 2022.3, then in console appered a bunch of errors NullReferenceException.
I solved the problem going to the main camera > rendering > renderer, there was 2 options: was on “Default Renderer (URP-Balanced_Renderer)” and swap to “0:URP-Balanced-Renderer” as you can see in the image. Problem solved
I hope this help you. Good luck in your projects!
1 Like