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Question by kolmich · Sep 10, 2017 at 02:53 PM · ioscrashdisplay

Crashes when using camera.SetTargetBuffers on IOS11 if external display is attached

Unity crashes on IOS11 if external display is attached

XCode Version 9.0 beta 6 (9M214v) Unity 2017.1.1p1 IOS 11 beta.

1) Build your app to your device 2) Attach external display 3) Start the app.

I copied the code exactly from the example in the documentation: https://docs.unity3d.com/ScriptReference/Display.html

 public class TTDisplay : MonoBehaviour
 {
     public Camera itsExternalCamera;
     public Camera itsMainCamera;
 
     void Start()
     {
         // GUI is rendered with last camera.
         // As we want it to end up in the main screen, make sure main camera is the last one drawn.
         itsExternalCamera.depth = itsMainCamera.depth - 1;
 
         itsMainCamera.SetTargetBuffers(Display.main.colorBuffer, Display.main.depthBuffer);
         itsExternalCamera.enabled = false;
     }
 
     void Update()
     {
         if (Display.displays.Length > 1 && !itsExternalCamera.enabled)
         {
             Display.displays[1].SetRenderingResolution(256, 256);
             itsExternalCamera.SetTargetBuffers(Display.displays[1].colorBuffer, Display.displays[1].depthBuffer);
         }
         itsExternalCamera.enabled = Display.displays.Length > 1;
     }
 }

I submitted a bugreport today. Anyone else has this issue? Best wishes,

Michal

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Answer by kolmich · Sep 12, 2017 at 11:34 AM

We can reproduce this crash only on IPad Air1 at the moment. IPad Pro is working fine.

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Answer by Sparrowfc · Oct 20, 2017 at 12:44 PM

Found a similar crash using XCode 9.1 beta build iOS 11. Every time I enter a scene with a custom shadow rendered by a render texture, it crashed.

The log says ' ... texture at depth attachment has usage ... '

After a little search, one said, metal need a rendertexture to marked with MTLTextureDescriptor, otherwise an exception will be thrown.

Then I build the game with GLES 3.0 instead of metal, and it never crashed.

So I think I've nailed the issue. the question is when will Unity upgrade to solve that?

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