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Question by grimmy · Aug 17, 2018 at 08:04 PM · resource

What does it mean? : Resource ID out of range in GetResource

I'm getting this error continuously (even when not running the game) but there is no Google-solution.

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avatar image Zyrathius · Aug 20, 2018 at 11:06 PM 0
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@grimmy I just started getting it myself and been trying to figure it out and no luck finding a solution as of yet. For me, it occurs while doing a test run in the editor or a build. At first everything is ok but seems to happen after an amount of time and once it happens, it's just starts strea$$anonymous$$g those errors constantly, even if I stop playback.

avatar image Zyrathius · Aug 22, 2018 at 08:02 PM 0
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@grimmy

I'm perfor$$anonymous$$g another test verify I've isolated my problem but wanted to ask what version of Unity you were using and if you happened to be using the Post Processing Stack v2 in your project?

I believe in my case the problem could be related to the screen space reflections portion of the post process stack v2. The memory profiler shows a constant increase in textures and total object counts that never seem to go down while this is enabled. This behavior stops once I disable the screen space reflections. If you are using this effect, maybe turn it off and see if that stops it.

avatar image grimmy · Aug 22, 2018 at 09:13 PM 0
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Yes, I am using Post Processing Stack v2. I'm using 2018.2.3f1 (64-bit). Thanks for the heads up, I will give it a go! Cheers

avatar image Mecasapien · Dec 02, 2018 at 05:08 PM 0
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Same here, it simply starts after some time and I have to restart

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Answer by redwyre · Jan 23, 2019 at 03:39 PM

This issue suggests it's an issue with RenderTargets not getting cleaned up properly: https://github.com/Unity-Technologies/PostProcessing/issues/643

You can also make sure you aren't redundantly re-creating render targets (when they are the same width and height)

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Answer by a436t4ataf · Jul 01, 2020 at 02:01 PM

Common cause seems to be: Unity's RenderTexture class has an annoying bug, if you call .Release() ... it simply doesn't work properly if the RT was created using RenderTexture.GetTemporary()

Instead, you must use RenderTexture.ReleaseTemporary() - the docs don't explicitly state this, it's inferred.

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