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The source change preserves the caller's active render target before |
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What changed
ReadTextureToTexture2DsavedRenderTexture.activeafterGraphics.Blithad already bound the temporary readback target. Itsfinallyblock therefore restored that temporary target and released it while it was still active, producingReleasing render texture that is set to be RenderTexture.active!and losing the caller's previous target.Capture the caller's active target before allocation or rendering. The existing cleanup now restores that target before releasing the temporary texture. Add regression cases for both a null target and an existing bound target, checking target restoration, red pixel readback, and absence of the release warning. Update
CHANGELOG.md.Validation
ScreenshotFunctionsTests: 25 passed, 0 failed, 0 skipped, including both new regression cases and existing orientation tests.Funplay > MCP Serveropened successfully and the running server handled subsequent read-only scene queries.capture_game_viewcall returned a 1653 × 930 PNG without new active-target release or memoryless depth warnings. The idle Game View was black; this is a tool smoke check, not Play Mode visual validation.Scope
This fixes the independently reproduced active-target restoration/release bug. Memoryless depth load/store warnings were observed separately during diagnosis, but their causal relationship to this bug has not been established; this PR does not claim to resolve all such warnings. No capture API, setup, update, or configuration behavior changes.
Checklist
Funplay > MCP Serveropens and starts correctlyCHANGELOG.md; no API or UI changes).idea/or.DS_StoreCHANGELOG.mdwhen the change affects users