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    (Closed) Wrong behaviour of Graphics.CopyTexture if QualitySettings.masterTextureLimit!=0 (works in editor on some machines
     
     
     
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    Wrong behaviour of Graphics.CopyTexture if QualitySettings.masterTextureLimit!=0 (works in editor on some machines)

    1. What happened
    Copying a texture or accessing it in a compute shader does not work properly in a build when QualitySettings.masterTextureLimit!=0. I posted screenshots etc. here: https://answers.unity.com/questions/1811564/graphicscopytexture-copies-wrong-mip-on-buildgraph-1.html
    Please note that this works fine in editor on most of my machines, but not all!

    2. How can we reproduce it using the example you attached

    If you run the scene you will see two quads that should look exactly the same. On my machine they look the same on the editor but you only see 1/4 image on the right side in a build.

    3. What would I expect
    First of all the behaviour should be the same on Editor and Build.
    Secondly `Graphics.CopyTexture should` should always copy the full texture (mip[0]). Having to override `masterTextureLimit` as described in my unity answer post is an ugly workaround.

    License type: Pro
     
       
      To follow up on this case, send email to bugs@unity3d.com mentioning 'Case 1312568' in the subject.
      Your Cases:
      Case Title Status Date Opened
      1312568 Wrong behaviour of Graphics.CopyTexture if QualitySettings.masterTextureLimit!=0 (works in editor on some machines Closed 2/6/2021 1:39 AM