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Graphics.CopyTexture source error

Discussion in 'General Graphics' started by kris_enteryes, Dec 8, 2021.

  1. kris_enteryes

    kris_enteryes

    Joined:
    Dec 10, 2017
    Posts:
    10
    Hi

    I updated my project to 2020.3.24f1 - when running any scene, even a new empty scene I receive the error

    Graphics.CopyTexture source and destination have different master texture limits. Source 1, Destination 0 UnityEngine.GUIUtility:processEvent (int,intptr,bool&)

    I have no other errors. If I click on it in the console I get no indication where it is coming from.

    Please help.

    Kris
     
  2. kamiyar

    kamiyar

    Joined:
    Jun 11, 2013
    Posts:
    1
    I've got it too
     
  3. cholleme

    cholleme

    Unity Technologies

    Joined:
    Apr 23, 2019
    Posts:
    25
    Is the texture quality set at "Half Res" in the current Quality settings? If so, does it go away when you set it to "Full Res"?
     
  4. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    Yes, this works. This also causes problems with OneBatch, but is easily fixed by doing as you noted.

    It seems that the VeryLow quality setting can be selected by accident in recent versions of the 2020.3 unity editor, when it looks like you are on Ultra.
     
  5. GlenZPS

    GlenZPS

    Joined:
    Sep 12, 2019
    Posts:
    25
    So if half res can not be selected anymore, is there an alternative to optimize perfomence?
     
  6. x4000

    x4000

    Joined:
    Mar 17, 2010
    Posts:
    352
    You can still use half res, but not with certain post processing effects, etc.

    Also, I can't really fathom that that would be the performance bottleneck on much of any hardware that is a modern target? GPU VRAM is typically not that scarce, not in a way that varies from one machine to the next even on mobile these days. It's setpass calls that are usually the culprit, or else the VRAM usage is so high that you're going to be running into problems on most machines.

    You can pretty easily lower the scale of specific textures and see how the build reports look as to what is taking a lot of space. That affects VRAM as well as RAM.

    The "show half resolution textures" feature only saves VRAM, not actual RAM, and it's kind of a two-generations-of-computers-ago performance hack. It's not very relevant last gen, and not at all this gen. And by gen I mean computers from the last 4+ years, and phones from that same period, as well as consoles.

    TLDR: If you're struggling with performance, this is probably not why.
     
  7. abdullahNA

    abdullahNA

    Joined:
    Mar 13, 2022
    Posts:
    4
    Change it to Full Res.
    .
    upload_2023-7-5_17-5-45.png
     

    Attached Files:

  8. aftababhiwan

    aftababhiwan

    Joined:
    Apr 4, 2022
    Posts:
    1
    thanks bro