Using Render Textures To Create a Cubemap

I want to use a render texture that I have created in a script as a cube map. It follows the horizontal format where each side is lined up all on the same level. The sides go X+, X-, Y+, Y-, Z+, Z-. However I can’t assign this to my material that is using a cube map. I get the error that really doesn’t make sense to me:

RenderTexture.Create failed: cube maps must be power of two and width must match height

If I export my rendered cubemap and then re-import it as a normal texture and do the cube map setup it does work as intended. However I don’t want to do it this way because the conversion from render texture to Texture2D takes a very long time and I want this cubemap to be dynamic and capable of changing within a short amount of time.

What would be the best way of going about this?

bump

Sounds like you’re generating the faces manually. The simplest method to do this is to make a new rendertexture with power of 2 width and height, then add myrendertexture.isPowerOf2 = true;
myrendertexture.isCubemap = true;
mycamera.RenderToCubemap (myrendertexture);
myrendertexture.Create();
No need to even touch Texture2D and it’s fast enough to do in real time.

Just curious: couldn’t you just use a reflection probe for that and update it as often as you want?