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Bug Prefab/Meshes/Material thumbnails in Project view are shown as empty (grey box)

Discussion in '2021.2 Beta' started by MichaelH55, Jun 27, 2021.

  1. MichaelH55

    MichaelH55

    Joined:
    Jan 19, 2014
    Posts:
    19
  2. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Hi @MichaelH55,

    Could you please submit bug reports for these issues if you're still affected by them? Ideally with reproduction projects attached that demonstrate the issues.
     
  3. gasppol

    gasppol

    Joined:
    Feb 16, 2020
    Posts:
    33
    As the title says, from 2021.2 b0 onwards (previous version ok), the project view of the Editor shows the thumbnails as empty greyed boxes (when set the size bigger than zero or icon's list).
    I've found that this could be related first to material shown empty, so then the meshes and the prefabs are also empty or transparent.
    However, it has to be with the refresh of the windows because it's not empty/transparent for all. I can't find why for some of them work ok, and some wrong.

    upload_2021-7-11_17-36-29.png

    upload_2021-7-11_17-35-53.png
     
    KarlKarl2000 likes this.
  4. gasppol

    gasppol

    Joined:
    Feb 16, 2020
    Posts:
    33
    I've found that the URP default template fails the same way.
    Create an empty new project in URP 3D.
    Browse in the project view to prefabs or models folder, look the thumbnails.
    Please note that the preview 3d model on the inspector is shown correctly.
    upload_2021-7-12_20-48-8.png
     
  5. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Last edited: Aug 16, 2021
    harleydk and gasppol like this.
  6. gasppol

    gasppol

    Joined:
    Feb 16, 2020
    Posts:
    33
    Thanks a lot
     
  7. Andrew203

    Andrew203

    Joined:
    Apr 23, 2018
    Posts:
    43
    I have this problem for few months now since I upgraded my project to URP. Learned to live with it because I needed to finish my project, in my case there is not a single thumbnail working properly and inspector preview shows scene camera view.
     
    KarlKarl2000 likes this.
  8. gasppol

    gasppol

    Joined:
    Feb 16, 2020
    Posts:
    33
    Sorry to be that persistent.
    As the tracker says, the bug could be solved in 2022.1.
    That is a long (very long) time from now. There is any workaround to this bug in the current 2021.2 version? Or the solution will be applied to previous versions?
    For my surprise, this bug doesn't seem to be very popular in beta users but is a total dead end for me at level creation because there is no way of knowing the graphical shape of the prefabs before placing them on the scene.
    Also, all the prefab painters/spawners on the Asset Store (at least the most popular) are now broken because they use the same API to get the thumbnails.

    Any help will be much appreciated!
     
  9. PiterQ70

    PiterQ70

    Joined:
    Mar 3, 2015
    Posts:
    82
    Any update on this issue?
     
  10. sb810

    sb810

    Joined:
    Apr 8, 2013
    Posts:
    2
    Bump! I've been looking everywhere for a solution for this. Shouldn't it be a big deal? I don't know how anyone is expected to browse thousands of assets without preview thumbnails!
     
  11. LeonhardP

    LeonhardP

    Unity Technologies

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    Jul 4, 2016
    Posts:
    3,136
  12. gasppol

    gasppol

    Joined:
    Feb 16, 2020
    Posts:
    33
    I'm glad that the new issue is different than the old one and says it must be something with the material.
     
  13. AlterSpace

    AlterSpace

    Joined:
    Jun 29, 2014
    Posts:
    34
    Standard prefabs share the same behavior too. I've got a single prefab, out of 400, that is visible in the project window... And I can't figure out why it's different from the others. Maybe I found the Chosen One and I need to bring it to the Oracle :D

    Anyway, as it is right now, it's impossible to use the editor to create a scene following a standard workflow. Is it something that happens only to a few projects or every one of them has the same bug?
    I hope that the Unity team has tried at least to open a project before shipping this beta, but I'm curious on the scale of this bug.
     
  14. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    1,183
    2022.1a7 with URP also face this greyed thumbnail upload_2021-9-12_20-4-55.png
     
    KarlKarl2000 likes this.
  15. bluebrain

    bluebrain

    Joined:
    Jun 18, 2014
    Posts:
    39
    We've got the same problem & it's really slowing us down. Can get the thumbnails back by modifying the materials, but they always vanish again after any other changes in the folder (adding a new material, etc.)
     
    Ryu8179 likes this.
  16. se

    se

    Joined:
    May 20, 2013
    Posts:
    46
    I have this issue in 2021.1.22 as well. Some work, some don't.
     
  17. thiskidcalledtom

    thiskidcalledtom

    Joined:
    Nov 9, 2017
    Posts:
    35
    Does anyone know if this has been resolved yet? im on 2021 0b14 and still have it... its bringing my productivity so a complete stop.
     
  18. Ryu8179

    Ryu8179

    Joined:
    Jul 25, 2018
    Posts:
    3
    This bug fix was merged 5 days ago.
    https://github.com/Unity-Technologies/Graphics/pull/5778

    I'm one of the people waiting for the fix to be released.
    Can anyone predict when it will be released in 2021.2.0b?
     
  19. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    If you don't want to wait for the next vendoring update, you can already test the fix by updating the package manually:

    https://github.com/Unity-Technologies/Graphics
     
    Ryu8179 likes this.
  20. LeonhardP

    LeonhardP

    Unity Technologies

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    Jul 4, 2016
    Posts:
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    All I can say for sure at this point is that it won't be in b16.
     
    Thaina and Ryu8179 like this.
  21. Ryu8179

    Ryu8179

    Joined:
    Jul 25, 2018
    Posts:
    3
    Thanks for the reply.
    I will try the manual update of the package.
    Thanks again.
     
  22. Kitsune_bcn

    Kitsune_bcn

    Joined:
    Jul 1, 2021
    Posts:
    16
    Yo folks, is the fix working?
     
  23. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Hi,

    Unfortunately, the fix didn't land in time for 2021.2.0f1. It is currently on track to be released as part of 2021.2.2f1.
     
  24. FullDraw

    FullDraw

    Joined:
    Sep 18, 2017
    Posts:
    13
    Seems to still be an issue. I upgraded to 2021.2.4f1 and only some of my thumbnails updated correctly. I tried reimporting the greyed out thumbnails, they did not change.
     
  25. Uios-Theou

    Uios-Theou

    Joined:
    May 10, 2018
    Posts:
    8
    this is a freakin gnightmare. It always prevents me from finishing my maps because placing prefabs is so tedious to the point that i get frustrated. I need to be able to see what is what in the thumbnail view. Please fix this for crying out loud.
     
    KarlKarl2000 likes this.
  26. LeonhardP

    LeonhardP

    Unity Technologies

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    Jul 4, 2016
    Posts:
    3,136
    Could you please submit a bug report if you're still affected by this? The fix did land in 2021.2.2f1 and resolved our test cases of the issue.
     
  27. gasppol

    gasppol

    Joined:
    Feb 16, 2020
    Posts:
    33
    I also can confirm that the bug is still there. Unity 2022.1.02b.
    Also console shows errors related when trying to get the thumbails.

    upload_2022-1-7_11-41-46.png
     
    CNC_Sai, KarlKarl2000 and ussrpeople like this.
  28. JongSookKim

    JongSookKim

    Joined:
    Jan 23, 2017
    Posts:
    4
    Seems to still be an issue. I upgraded to 2021.2.7f1.
    I also tried reimporting the greyed out thumbnails, they did not change.
    (And console shows empty warnings when reimporting.)
     

    Attached Files:

    ussrpeople likes this.
  29. Uios-Theou

    Uios-Theou

    Joined:
    May 10, 2018
    Posts:
    8
    What exactly would you like a bug report to say?

    Its not working. Prefabs show up as grey icons that never load , as others have shared images of.

    I am on 21.2.1f1.

    100% Still broken and not working. Should absolutely still be on your major bugs to fix. Its crazy frustrating and limiting in map design.
     
    KarlKarl2000 and gasppol like this.
  30. KarlKarl2000

    KarlKarl2000

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    606
    CNC_Sai likes this.
  31. CNC_Sai

    CNC_Sai

    Joined:
    May 15, 2018
    Posts:
    4
    Confirmed, still grey thumbnails Unity 2022.1.0b2.2474, URP project.
    Prefabs are grey as well as any .FBX o_O
     

    Attached Files:

    • null.jpg
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      File size:
      114.8 KB
      Views:
      328
  32. sinpros

    sinpros

    Joined:
    Dec 23, 2012
    Posts:
    20
    NO ITS NOT HDRP specific. or URP specific either since its happening to me in standard unity
     
    Last edited: Feb 9, 2022
  33. sinpros

    sinpros

    Joined:
    Dec 23, 2012
    Posts:
    20
    I FOUND THE FIX.. select every prefab or missing item as multiple item selections. (doing this one at a time takes to long) then uncheck the "root in prefab" box then recheck it and all the icons come back. if you dont see that box its because a few selections dont have the same type. so unselect those and do them separately. also if it doesnt work also try setting item to static
     
    SonicCane11 and Kitsune_bcn like this.
  34. AlterSpace

    AlterSpace

    Joined:
    Jun 29, 2014
    Posts:
    34
    Those options didn't work for me (activating/deactivating root gameObjects or setting them to static and then to non-static again).

    I'm happy to see that the best marketing campaign for Unreal is made by Unity itself. Epic can make ads showing Mandalorian, Unreal 5 with Nanite, Meta-Humans and all, but nothing is better than trying to use Unity to really appreciate Unreal.

    I bet they will announce again a fix for the one and only version they've tried and we will be here, waiting for the Armageddon, Ragnarok or things like those. 5 months with no stable and clear solution? I bet the End of Time will come faster than this
     
    CNC_Sai likes this.
  35. EyeDev44

    EyeDev44

    Joined:
    Apr 8, 2017
    Posts:
    149
    2022.1.3f1 here.
    Each time Unity tries to update thumbnail it drops tens of errors:

    Code (CSharp):
    1. [Worker0] Texture creation failed. 'None' is not supported for Render usage on this platform. Use 'SystemInfo.IsFormatSupported' C# API to check format support.
    2.  
    3. [Worker0] NullReferenceException
    4. UnityEngine.Rendering.RTHandleSystem.Alloc (System.Int32 width, System.Int32 height, System.Int32 slices, UnityEngine.Rendering.DepthBits depthBufferBits, UnityEngine.Experimental.Rendering.GraphicsFormat colorFormat, UnityEngine.FilterMode filterMode, UnityEngine.TextureWrapMode wrapMode, UnityEngine.Rendering.TextureDimension dimension, System.Boolean enableRandomWrite, System.Boolean useMipMap, System.Boolean autoGenerateMips, System.Boolean isShadowMap, System.Int32 anisoLevel, System.Single mipMapBias, UnityEngine.Rendering.MSAASamples msaaSamples, System.Boolean bindTextureMS, System.Boolean useDynamicScale, UnityEngine.RenderTextureMemoryless memoryless, UnityEngine.VRTextureUsage vrUsage, System.String name) (at Library/PackageCache/com.unity.render-pipelines.core@13.1.8/Runtime/Textures/RTHandleSystem.cs:490)
    5. UnityEngine.Rendering.RTHandles.Alloc (UnityEngine.RenderTextureDescriptor& descriptor, UnityEngine.FilterMode filterMode, UnityEngine.TextureWrapMode wrapMode, System.Boolean isShadowMap, System.Int32 anisoLevel, System.Single mipMapBias, System.String name) (at Library/PackageCache/com.unity.render-pipelines.core@13.1.8/Runtime/Textures/RTHandles.cs:117)
    6. UnityEngine.Rendering.Universal.RenderingUtils.ReAllocateIfNeeded (UnityEngine.Rendering.RTHandle& handle, UnityEngine.RenderTextureDescriptor& descriptor, UnityEngine.FilterMode filterMode, UnityEngine.TextureWrapMode wrapMode, System.Boolean isShadowMap, System.Int32 anisoLevel, System.Single mipMapBias, System.String name) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/RenderingUtils.cs:570)
    7. UnityEngine.Rendering.Universal.Internal.RenderTargetBufferSystem.ReAllocate (UnityEngine.Rendering.CommandBuffer cmd) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/RenderTargetBufferSystem.cs:82)
    8. UnityEngine.Rendering.Universal.Internal.RenderTargetBufferSystem.GetFrontBuffer (UnityEngine.Rendering.CommandBuffer cmd) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/RenderTargetBufferSystem.cs:59)
    9. UnityEngine.Rendering.Universal.UniversalRenderer.GetCameraColorFrontBuffer (UnityEngine.Rendering.CommandBuffer cmd) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderer.cs:1256)
    10. UnityEngine.Rendering.Universal.Internal.CopyColorPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/CopyColorPass.cs:124)
    11. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/ScriptableRenderer.cs:1099)
    12. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/ScriptableRenderer.cs:1058)
    13. UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/ScriptableRenderer.cs:843)
    14. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData cameraData, System.Boolean anyPostProcessingEnabled) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:432)
    15. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:338)
    16. UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:293)
    17. UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <d8d38b92d94a4ff8a91e61d39c6d19cd>:0)
    18. UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <d8d38b92d94a4ff8a91e61d39c6d19cd>:0)
    19. UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)
    20.  
    21.  
    22. AmbiguousMatchException: Ambiguous match found.
    23. System.RuntimeType.GetMethodImplCommon (System.String name, System.Int32 genericParameterCount, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Reflection.CallingConventions callConv, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) (at <f3d0e7ec4efc44199bb22a77b1c8eff4>:0)
    24. System.RuntimeType.GetMethodImpl (System.String name, System.Reflection.BindingFlags bindingAttr, System.Reflection.Binder binder, System.Reflection.CallingConventions callConv, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) (at <f3d0e7ec4efc44199bb22a77b1c8eff4>:0)
    25. System.Type.GetMethod (System.String name, System.Reflection.BindingFlags bindingAttr) (at <f3d0e7ec4efc44199bb22a77b1c8eff4>:0)
    26. System.Type.GetMethod (System.String name) (at <f3d0e7ec4efc44199bb22a77b1c8eff4>:0)
    27. GooglePlayServices.UnityCompat.GetUnity56AndAboveApplicationIdentifier (UnityEditor.BuildTarget buildTarget) (at <76005618caca4bb886097d0efd3a15f4>:0)
    28. GooglePlayServices.UnityCompat.GetApplicationId (UnityEditor.BuildTarget buildTarget) (at <76005618caca4bb886097d0efd3a15f4>:0)
    29. GooglePlayServices.PlayServicesResolver.GetAndroidApplicationId () (at <76005618caca4bb886097d0efd3a15f4>:0)
    30. GooglePlayServices.PlayServicesResolver..cctor () (at <76005618caca4bb886097d0efd3a15f4>:0)
    31. Rethrow as TypeInitializationException: The type initializer for 'GooglePlayServices.PlayServicesResolver' threw an exception.
    32. System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <f3d0e7ec4efc44199bb22a77b1c8eff4>:0)
    33. Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
    34. System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <f3d0e7ec4efc44199bb22a77b1c8eff4>:0)
    35. System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <f3d0e7ec4efc44199bb22a77b1c8eff4>:0)
    36. UnityEditor.AssetPostprocessingInternal.InvokeMethod (System.Reflection.MethodInfo method, System.Object[] args) (at <c131a2bddec5488c9acbc95523658064>:0)
    37. UnityEditor.AssetPostprocessingInternal.PostprocessAllAssets (System.String[] importedAssets, System.String[] addedAssets, System.String[] deletedAssets, System.String[] movedAssets, System.String[] movedFromPathAssets, System.Boolean didDomainReload) (at <c131a2bddec5488c9acbc95523658064>:0)
    38. UnityEditor.EditorApplication:Internal_CallUpdateFunctions()
    39.  
    40.  
     
  36. Sasasoft

    Sasasoft

    Joined:
    Nov 6, 2016
    Posts:
    7
    Hello. I've just updated to 2022.1.4f1 (from 2021.1.26f1). I do not get any thumbnails and I'm getting the same errors as #35 when I'm navigating to a folder and it tries to generate them.
     
  37. Rhein-Bytes

    Rhein-Bytes

    Joined:
    Jun 30, 2017
    Posts:
    3
    Hi. I have the same problem. 2022.1.3f1, 2022.1.4f1, 2022.1.5f1
    Deleting the library folder and letting the project rebuild it works sometimes.
     
  38. Necka_

    Necka_

    Joined:
    Jan 22, 2018
    Posts:
    488
    Same errors as #35, driving me insane.
    This project is 3 months old, it worked perfectly fine since 2022.1 betas then release up to now 2022.1.10.
    It came out of nowhere, it started when I was playing with Materials and variants, suddenly the materials would stop getting a preview and I noticed the same for Prefabs/Models. With all the tons of errors as shown in #35.

    I can't start from scratch. We need a solution here on what's creating this.

    I tried to delete library folder => no change
    I unassigned the URP settings in Graphics and Quality, I removed URP from the project, started Unity again, added URP again and assigned the RP settings once more => same issue
    I closed, deleted Library again, waited 1h to have everything re-imported => same issue.

    I'm out of options and of patience on that topic here. It's not possible to work properly without thumbnails.
     
  39. Necka_

    Necka_

    Joined:
    Jan 22, 2018
    Posts:
    488
    For each prefab in the folder it will create 2 errors.
    Error 1:
    Code (CSharp):
    1. [Worker1] Texture creation failed. 'None' is not supported for Render usage on this platform. Use 'SystemInfo.IsFormatSupported' C# API to check format support.
    Error 2:
    Code (CSharp):
    1. [Worker1] NullReferenceException
    2. UnityEngine.Rendering.RTHandleSystem.Alloc (System.Int32 width, System.Int32 height, System.Int32 slices, UnityEngine.Rendering.DepthBits depthBufferBits, UnityEngine.Experimental.Rendering.GraphicsFormat colorFormat, UnityEngine.FilterMode filterMode, UnityEngine.TextureWrapMode wrapMode, UnityEngine.Rendering.TextureDimension dimension, System.Boolean enableRandomWrite, System.Boolean useMipMap, System.Boolean autoGenerateMips, System.Boolean isShadowMap, System.Int32 anisoLevel, System.Single mipMapBias, UnityEngine.Rendering.MSAASamples msaaSamples, System.Boolean bindTextureMS, System.Boolean useDynamicScale, UnityEngine.RenderTextureMemoryless memoryless, UnityEngine.VRTextureUsage vrUsage, System.String name) (at Library/PackageCache/com.unity.render-pipelines.core@13.1.8/Runtime/Textures/RTHandleSystem.cs:490)
    3. UnityEngine.Rendering.RTHandles.Alloc (UnityEngine.RenderTextureDescriptor& descriptor, UnityEngine.FilterMode filterMode, UnityEngine.TextureWrapMode wrapMode, System.Boolean isShadowMap, System.Int32 anisoLevel, System.Single mipMapBias, System.String name) (at Library/PackageCache/com.unity.render-pipelines.core@13.1.8/Runtime/Textures/RTHandles.cs:117)
    4. UnityEngine.Rendering.Universal.RenderingUtils.ReAllocateIfNeeded (UnityEngine.Rendering.RTHandle& handle, UnityEngine.RenderTextureDescriptor& descriptor, UnityEngine.FilterMode filterMode, UnityEngine.TextureWrapMode wrapMode, System.Boolean isShadowMap, System.Int32 anisoLevel, System.Single mipMapBias, System.String name) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/RenderingUtils.cs:570)
    5. UnityEngine.Rendering.Universal.Internal.RenderTargetBufferSystem.ReAllocate (UnityEngine.Rendering.CommandBuffer cmd) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/RenderTargetBufferSystem.cs:82)
    6. UnityEngine.Rendering.Universal.Internal.RenderTargetBufferSystem.GetFrontBuffer (UnityEngine.Rendering.CommandBuffer cmd) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/RenderTargetBufferSystem.cs:59)
    7. UnityEngine.Rendering.Universal.UniversalRenderer.GetCameraColorFrontBuffer (UnityEngine.Rendering.CommandBuffer cmd) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderer.cs:1256)
    8. UnityEngine.Rendering.Universal.Internal.CopyColorPass.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/Passes/CopyColorPass.cs:124)
    9. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteRenderPass (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.ScriptableRenderPass renderPass, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/ScriptableRenderer.cs:1099)
    10. UnityEngine.Rendering.Universal.ScriptableRenderer.ExecuteBlock (System.Int32 blockIndex, UnityEngine.Rendering.Universal.ScriptableRenderer+RenderBlocks& renderBlocks, UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData, System.Boolean submit) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/ScriptableRenderer.cs:1058)
    11. UnityEngine.Rendering.Universal.ScriptableRenderer.Execute (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.RenderingData& renderingData) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/ScriptableRenderer.cs:843)
    12. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Rendering.Universal.CameraData cameraData, System.Boolean anyPostProcessingEnabled) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:432)
    13. UnityEngine.Rendering.Universal.UniversalRenderPipeline.RenderSingleCamera (UnityEngine.Rendering.ScriptableRenderContext context, UnityEngine.Camera camera) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:338)
    14. UnityEngine.Rendering.Universal.UniversalRenderPipeline.Render (UnityEngine.Rendering.ScriptableRenderContext renderContext, System.Collections.Generic.List`1[T] cameras) (at Library/PackageCache/com.unity.render-pipelines.universal@13.1.8/Runtime/UniversalRenderPipeline.cs:293)
    15. UnityEngine.Rendering.RenderPipeline.InternalRender (UnityEngine.Rendering.ScriptableRenderContext context, System.Collections.Generic.List`1[T] cameras) (at <46b1c576a7c04d02b267d8bd8ce3cc5d>:0)
    16. UnityEngine.Rendering.RenderPipelineManager.DoRenderLoop_Internal (UnityEngine.Rendering.RenderPipelineAsset pipe, System.IntPtr loopPtr, System.Collections.Generic.List`1[T] renderRequests, Unity.Collections.LowLevel.Unsafe.AtomicSafetyHandle safety) (at <46b1c576a7c04d02b267d8bd8ce3cc5d>:0)
    17. UnityEditor.AssetPreviewUpdater:CreatePreviewForAsset(Object, Object[], String)
    The [Worker1] changes.
     
  40. Necka_

    Necka_

    Joined:
    Jan 22, 2018
    Posts:
    488
    On my side I managed to fix it (for now) by running the Rendering pipeline converter on the Assets
    It created new assets and renderer.

    upload_2022-7-24_12-14-21.png

    Now I would really like to know what might have been "messed up" from my original asset/renderer has it had basic settings, only Depth texture was checked but that didn't fix the bug.
    Could they become sort of "corrupt" ?
     
    gasppol likes this.
  41. gasppol

    gasppol

    Joined:
    Feb 16, 2020
    Posts:
    33
    @Necka_ really helpful finding. Using the converter for the Rendering Settings also works for me!
    It just takes a second or two, and now the thumbnails are working again. It could be that I was messing around with quality settings a while ago because it only shows the warning icon on MEDIUM quality level.
     
    Necka_ likes this.
  42. Herbal23

    Herbal23

    Joined:
    Oct 20, 2021
    Posts:
    2
    Necka_ likes this.
  43. SonicCane11

    SonicCane11

    Joined:
    Feb 20, 2019
    Posts:
    4
    For what it's worth, your solution seems to have worked for me! (Toggling the enable gameobject checkbox for the offending prefabs.) I'm using 2021.1.21f1