Hi all, I am animating cameras in and out that use the PostProcessing stack. However I am receiving an error when the camera gets too small: Code (CSharp): ArgumentException: RenderTextureDesc width must be greater than zero. Parameter name: desc.width UnityEngine.RenderTexture.ValidateRenderTextureDesc (RenderTextureDescriptor desc) (at C:/buildslave/unity/build/Runtime/Export/Texture.cs:150) UnityEngine.RenderTexture.GetTemporary (RenderTextureDescriptor desc) (at C:/buildslave/unity/build/Runtime/Export/Texture.cs:130) UnityEngine.RenderTexture.GetTemporary (Int32 width, Int32 height, Int32 depthBuffer, RenderTextureFormat format, RenderTextureReadWrite readWrite, Int32 antiAliasing, RenderTextureMemoryless memorylessMode, VRTextureUsage vrUsage, Boolean useDynamicScale) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/TextureBindings.gen.cs:1180) UnityEngine.RenderTexture.GetTemporary (Int32 width, Int32 height, Int32 depthBuffer, RenderTextureFormat format, RenderTextureReadWrite readWrite) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/TextureBindings.gen.cs:1134) UnityEngine.PostProcessing.RenderTextureFactory.Get (Int32 width, Int32 height, Int32 depthBuffer, RenderTextureFormat format, RenderTextureReadWrite rw, FilterMode filterMode, TextureWrapMode wrapMode, System.String name) (at Assets/PostProcessing/Runtime/Utils/RenderTextureFactory.cs:30) UnityEngine.PostProcessing.BloomComponent.Prepare (UnityEngine.RenderTexture source, UnityEngine.Material uberMaterial, UnityEngine.Texture autoExposure) (at Assets/PostProcessing/Runtime/Components/BloomComponent.cs:86) UnityEngine.PostProcessing.PostProcessingBehaviour.OnRenderImage (UnityEngine.RenderTexture source, UnityEngine.RenderTexture destination) (at Assets/PostProcessing/Runtime/PostProcessingBehaviour.cs:239) I have tried to set a minimum size for the camera (5 pixels), however the error is still thrown. I'm wondering if anyone might have a solution to this? Basically I don't want to turn off PostProcessing as that will be jarring as the camera shows/hides, so I'm wondering if there's a way to avoid it calling for a RenderTexture if it's too small. Or even the minimum size the screen can be? I've tried to dig through the code to find out why it's happening, but from what I can find it only ever goes to a quarter of the screen resolution, so making it 5 pixels should be plenty. Any help is greatly appreciated!