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Question by OliverAnthony · Mar 17, 2015 at 11:50 AM · camerainspectorrendertexture

Camera only renders to textures once modified during Play (from Inspector)

I have two Cameras in my Scene. One is the default Main Camera, another is a Camera that I am using to render a batch of Meshes to a corresponding batch of RenderTextures, every frame. My code looks like:

 //executed every frame
 cam.targetTexture = renderTextureA;
 Grap$$anonymous$$cs.DrawMesh (renderMeshA, matrix, renderMaterial, layer, cam);
 cam.Render();
 
 cam.targetTexture = renderTextureB;
 Grap$$anonymous$$cs.DrawMesh (renderMeshB, matrix, renderMaterial, layer, cam); 
 cam.Render();
 
 cam.targetTexture = renderTextureC;
 Grap$$anonymous$$cs.DrawMesh (renderMeshC, matrix, renderMaterial, layer, cam); 
 cam.Render();
 

Now, t$$anonymous$$s all works perfectly, with the one caveat, that cam will only actually start rendering according to these calls once I have $$anonymous$$t play, and modified one of its properties in the Inspector.

  • It does not matter w$$anonymous$$ch property I modify.

  • It starts working immediately upon modification of any of the properties.

  • Modifying one or more of its properties via script will not cause it to start working, it has to be done manually through the inspector.

  • T$$anonymous$$s modification must be done during Play mode.

Has anyone ever run into anyt$$anonymous$$ng like t$$anonymous$$s? I can't find anyt$$anonymous$$ng, either digging here or in the documentation for Camera or any of the classes it inherits from, all the way down to UnityEngine.Object.

Thanks.

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avatar image Badeye · Sep 23, 2016 at 03:50 AM 0
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Have you managed to fix this? Got similar problems

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Answer by HarmonicWave · Jan 31, 2017 at 08:36 PM

I had t$$anonymous$$s happen with multiple cameras present. Fixed by setting the Depth of the camera that was not showing up to a $$anonymous$$gher number than the other(s).

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