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RenderTexture runtime error on app load on iOS
Getting this error in XCode, the app is hung up on the (Unity) Splash Screen.
Requesting Resolution: 640x1136
Renderer: Apple A7 GPU
Vendor: Apple Inc.
Version: OpenGL ES 2.0 Apple A7 GPU - 53.13
GLES: 2
GL_OES_depth_texture GL_OES_depth24 GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_mapbuffer
GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_float GL_OES_texture_half_float
GL_OES_texture_half_float_linear GL_OES_vertex_array_object GL_EXT_blend_minmax GL_EXT_color_buffer_half_float
GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_discard_framebuffer GL_EXT_draw_instanced GL_EXT_instanced_arrays
GL_EXT_map_buffer_range GL_EXT_occlusion_query_boolean GL_EXT_pvrtc_sRGB GL_EXT_read_format_bgra
GL_EXT_separate_shader_objects GL_EXT_shader_framebuffer_fetch GL_EXT_shader_texture_lod GL_EXT_shadow_samplers
GL_EXT_sRGB GL_EXT_texture_filter_anisotropic GL_EXT_texture_rg GL_EXT_texture_storage GL_APPLE_clip_distance
GL_APPLE_color_buffer_packed_float GL_APPLE_copy_texture_levels GL_APPLE_framebuffer_multisample GL_APPLE_rgb_422 GL_APPLE_sync GL_APPLE_texture_format_BGRA8888 GL_APPLE_texture_max_level GL_APPLE_texture_packed_float GL_IMG_read_format GL_IMG_texture_comp
ression_pvrtc
OPENGL LOG: Creating OpenGL ES 2.0 graphics device
Initialize engine version: 5.1.2f1 (afd2369b692a)
Setting up 1 worker threads for Enlighten.
Thread -> id: 1098b8000 -> priority: 1
Tested on scene with nothing in it except a camera with a RenderTexture Target Texture and a RawImage UI Component with it.
Default settings for the RenderTexture. Changing Graphics API to OpenGLES2 to OpenGLES2 has no effect.
Unity 5.1.2f1 compiling iOS 8.4.1.
Answer by valentin-simian · Aug 18, 2015 at 04:22 AM
Solution turned out to be simply to have a second camera tagged Main Camera
. The camera that is rendering to texture cannot be the only one in the scene.
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