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Why you're getting a mystery TempBuffer on mobile device after removing Post Processing from project

Discussion in 'Editor & General Support' started by sampenguin, Jan 28, 2019.

  1. sampenguin

    sampenguin

    Joined:
    Feb 1, 2011
    Posts:
    17
    https://issuetracker.unity3d.com/is...r-does-not-disable-cameras-m-forceintort-flag

    Took me a couple days to track down this issue, happening in 2018.3.1f1. Cross posting it here so anyone else googling for "what is creating TempBuffer unity mobile ios" might stumble across it and not beat their head against a wall for days.

    Basically if you ever used Unity's Post Processing stack in your project, then removed it when you realized it is death on mobile devices, it doesn't clean itself up all the way on any camera that had a Post Process layer attached to it. The fingerprints are if you run the profiler and open the rendering frame debug window, you'll see an unnecessary execution of "Camera.ImageEffects" calling a Hidden/BlitCopy shader and copying this buffer to your final window target.

    The quick workaround is to turn debug mode on Inspector on your camera object, then turn off the "Force Into RT" checkbox. Instant performance and memory win!

    Unity's PP stack should really come with a giant red flag warning to NOT use it on mobile targeted projects.
     
    EirikWahl and starstablesimon like this.
  2. Ville

    Ville

    Joined:
    Oct 5, 2012
    Posts:
    12
    Thanks, I got hit by this.
     
  3. EirikWahl

    EirikWahl

    Joined:
    Apr 7, 2018
    Posts:
    7
    Thank you so much for posting this!
     
  4. tangwilliam

    tangwilliam

    Joined:
    May 4, 2016
    Posts:
    3
    Thanks ! I just came into this problem.
     
  5. roberto_sc

    roberto_sc

    Joined:
    Dec 13, 2010
    Posts:
    107
    I'm having the same problem.

    How did you find out about this and what does "Force into RT" really means?