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Question by jptsetung · Oct 31, 2014 at 12:18 AM · post processingpost-process-effectflickeringpostprocesspost effects

Disabling / Destroying a camera component cause a black blinking / flickering on Android

I have this short piece of code to show a shockwave image effect.

It works fine in the editor. But on android, when I call Destroy(this); I get a very short black blinkng of the screen.

I've tried to replace Destroy(this); by this.enabled=false; but it does the same thing.

Didn't try on iOS.

If I remove this line, the screen doesn't blink. I'm totally stuck on this, any help, clue, or idea will be greatly appreciated.

https://gist.github.com/jpsarda/33cea67a9f2ecb0a0eda

 using UnityEngine;
 using System;
 using System.Collections.Generic;
  
 // You call it like this : WaveExploPostProcessing.Get().StartIt(myVector2Position);
  
 public class WaveExploPostProcessing : MonoBehaviour {
     public Material mat;
     public WaveExploPostProcessing() {
         mat=new Material(Shader.Find("Custom/WaveExplo"));
     }
     protected float _radius;
     public float radius {
         get { return _radius; }
         set { 
             _radius=value;
             mat.SetFloat("_Radius",_radius);
         }
     }
     public void StartIt(Vector2 center) {
         mat.SetFloat("_CenterX",(center.x+Futile.screen.halfWidth)/Futile.screen.width);
         mat.SetFloat("_CenterY",(center.y+Futile.screen.halfHeight)/Futile.screen.height);
         radius=0f;
  
         GoTweenConfig config=new GoTweenConfig().floatProp("radius",1.34f);
         //config.easeType=GoEaseType.ExpoOut;
         config.onComplete(HandleComplete);
         Go.to(this,0.6f,config);
     }
     protected void HandleComplete(AbstractGoTween tween) {
         Destroy(this);
     }
     static WaveExploPostProcessing _postProcessing;
     static public WaveExploPostProcessing Get() {
         WaveExploPostProcessing postProcessing=Futile.instance.camera.gameObject.AddComponent<WaveExploPostProcessing>(); 
         return postProcessing;
     }
     void OnRenderImage(RenderTexture src, RenderTexture dest) {
         Graphics.Blit(src, dest, mat);
     }
 }
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