Search Issue Tracker
Duplicate
Votes
0
Found in [Package]
3.3.0
Issue ID
1086895
Regression
No
[LWRP][iOS][GLES2] RenderTexture.Create failed: requested size is too large error is thrown when launching project
To reproduce:
1. Open project attached by QA
2. Switch platform to iOS and set GL ES2 API
3. Build and run ExampleScene-Player
Expected result: Scene should launch successfully
Actual result: Grey screen is rendered and Xcode console throws a lot of errors
Error: RenderTexture.Create failed: requested size is too large.
UnityEngine.Experimental.Rendering.LightweightPipeline.LightweightRenderPipeline:RenderSingleCamera(LightweightRenderPipeline, ScriptableRenderContext, Camera, CullResults&, IRendererSetup)
UnityEngine.Experimental.Rendering.LightweightPipeline.LightweightRenderPipeline:Render(ScriptableRenderContext, Camera[])
Reproduced with these package versions: 4.0.1, 3.3.0, 3.2.0, 2.0.8
Devices:
Reproduced with: iPad Pro 10.5'' iOS 11.3, iPhone X iOS 12.0
Not reproducible with: iPad Mini 4 iOS 11.4, iPhone 5s iOS 9.3.3
Unity:
Reproduced with: 2019.1.0a2, 2018.3.0b4, 2018.3.0a9, 2018.2.2f1, 2018.1.9f2
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- "Draw Additional Lights Shadowmap" calls increase when custom MaterialBlockProperty is used
- Crash on _platform_memmove when importing the "Dragon Crashers - URP 2D Sample Project" to a new 2D project
- "Shader is not supported on this GPU" warnings and and shaders are not loading when building the project for non-Chromium browsers
- [iOS][URP] The screen flickers and the "Execution of the command buffer was aborted due to an error during execution" error is thrown continuously
- Shortcut Manager shows empty conflict filter when resolving runtime conflicts involving different contexts
This is a duplicate of issue #1063412