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The issue is caused by the CameraRenderToRTFeature setting a RTHandle as a render target in the pass, and then always releasing it in FrameCleanup. This is not a good pattern, you should just create it once (or use RenderingUtils.ReAllocateHandleIfNeeded). The issue of editor crashing due to this type of usage is fixed for 6.2. Thank you for reporting!
The issue is caused by the CameraRenderToRTFeature setting a RTHandle as a render target in the pass, and then always releasing it in FrameCleanup. This is not a good pattern, you should just create it once (or use RenderingUtils.ReAllocateHandleIfNeeded). The issue of editor crashing due to this type of usage is fixed for 6.2. Thank you for reporting!
Steps to reproduce:
1. Open the “user’s attached project”
2. Select the “Assets/Rendering/New 2D Renderer Data” Asset through the Project window
3. Click on “Add Renderer Feature” through the Inspector window
4. Select the “Camera Render to RT Feature”
5. Observe the crash
Reproducible with versions: 6000.0.43f1, 6000.1.0b11, 6000.2.0a7
Couldn’t test with versions: 2022.3.60f1 (“Camera Render to RT Feature” is not in the Renderer Features list)
Reproducible on: macOS 15.1.1 (M1 Max), Windows 10 (22H2)
Not reproducible on: no other environment tested
First few lines of StackTrace:
#0 0x000001032fa958 in FindSurface(core::vector<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture*>, core::allocator<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture*>, 0ul>>*, MonoRenderTargetIdentifier const&, bool, bool) #1 0x000001032f9140 in RenderPassContext::FillNextRenderPassAttachments(RenderPassSetup&, core::vector<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture*>, core::allocator<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture*>, 0ul>>*) #2 0x000001032fb33c in RenderPassContext::Execute(core::vector<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture*>, core::allocator<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture*>, 0ul>>*) #3 0x00000103391028 in RenderingCommandBuffer::ExecuteCommandBufferWithState(ShaderPassContext&, RenderNodeQueue&, RenderingCommandBufferState*, unsigned int, ComputeQueueType) const #4 0x0000010338d920 in RenderingCommandBuffer::ExecuteCommandBuffer(ShaderPassContext&, RenderNodeQueue&, unsigned int, core::vector<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture*>, core::allocator<std::__1::pair<ShaderLab::FastPropertyName, RenderTexture*>, 0ul>>*, ComputeQueueType, RenderTexture*) const
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