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RTHandles in URP causes memory allocation in multi-camera scenarios
How to reproduce:
1. Open the “Double_Camera_Bug“ project
2. Open the “SampleScene”
3. Enable “Development Build”, “Autoconnect Profiler”, and “Deep Profiling Support” (File > Build Settings)
4. Open Standalone Profiler (Window > Analysis > Profiler (Standalone Process))
5. Build And Run
6. Observe Player memory in Profiler
Expected result: memory consumption does not increase up to the system limit
Actual result: memory consumption increases up to the system limit
Reproduced with: 2022.2.0a16, 2022.3.3f1, 2023.1.2f1, 2023.2.0a21
Not reproduced with: 2021.3.27f1, 2022.2.0a15
Reproduced on: Windows 10 (by reporter), Windows 11
Not reproduced on: macOS 13.3.1 (Intel)
Dedicated GPU reproduced on: NVIDIA GeForce RTX 3050 Ti Laptop GPU
Dedicated GPU not reproduced on: Radeon (RX 6800 XT)
Notes:
1. Reproducible in Editor when Device Simulator is used (Window > General) → reproduced with “Huawei P40 Pro” and “Apple iPhone 12 Pro Max” as simulated devices
2. Not reproducible when Game view window is opened → Device Simulator must be closed
3. On Windows Task Manager can be used to quickly check how much memory is used by the Player
4. Sometimes the issue is reproducible only during Play Mode and when Profiler is opened (Window > Analysis)
5. Sometimes when the issue is not reproducible and Profiler is opened this does not cause the whole system memory usage to fill up, instead the Editor memory consumption increases by 2-5 GB
6. Not reproducible when “Main Camera” or “Main Camera (1)” is disabled through the Inspector
7. Not reproducible when “Main Camera” GameObject Camera Component’s “Output Texture” field is not set
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