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Fixed in 2018.2.14f1
Votes
3
Found in
2018.2.0a1
2018.2.0b4
Issue ID
1037018
Regression
Yes
[2018.2][Android] Setting RenderTexture.active causes crash when not using 32bit dispaly buffer
To reproduce:
1. Download attached project "render_texture_test.zip" and open in Unity
2. Open "SampleScene" scene
3. Change platform to "Android"
4. Go to Player Settings... > Resolution and Presentation and check "Use 32-bit Display Buffer"
5. Build and run the project on an Android device
6. Observe that everything will work fine
7. Go to Player Settings... > Resolution and Presentation and uncheck "Use 32-bit Display Buffer"
8. Run logcat
9. Build and run the project on an Android device
10. Observe that .apk will crash
Notes:
- Logcats are shared in the comments section
- This issue is reproducible only on Android devices
- This issue is not reproducible in iOS devices because there is no "Use 32-bit Display Buffer" setting
- This issue is not reproducible in Windows and OSX Standalone because there is no "Use 32-bit Display Buffer" setting
- This issue is not reproduced in Editor
- On Unity 2018.3.0a1 it does not crash but shows the black screen
Devices:
- Google Pixel 2, OS: 8.1.0, CPU: arm64-v8a, GPU: Adreno (TM) 540 - Reproduced
- iPhone 7, iOS: 11.2.6, CPU: A10 - Not Reproduced
Reproduced on Unity 2018.2.0a1, 2018.2.0b4 and 2018.2.0b5
Not reproduced on Unity 2018.1.2f1
Regression on Unity 2018.2.0a1
Comments (1)
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rory-runaway
Jul 19, 2018 22:17
This happens for us as well in our game. Since 2018.2 trying to Create RenderTextures on Android without the 32 bit Display Buffer enabled in the player settings causes a segmentation fault and the game crashes instantly.