Quick answer: Request formats via SystemInfo.SupportsRenderTextureFormat fallbacks, clamp sizes to the device, release temporaries promptly, and treat clusters of these errors on one GPU family as a driver-specific bug to reproduce.
This error rarely appears on dev machines and shows up in player logs from older or integrated GPUs. It is usually a capability or memory problem you can defend against. Here is the defensive pattern.
How to fix it
1. Negotiate the format
Never hardcode RenderTextureFormat.ARGBHalf and friends; probe SystemInfo.SupportsRenderTextureFormat and fall back (Half → ARGB32) so old GPUs get a working, if less precise, target.
2. Clamp resolution to the device
Effects that allocate screen-sized buffers at 4K on a 2 GB card fail here first. Scale effect buffers by a quality setting and cap them on low-VRAM devices.
3. Release temporaries every frame
Leaked GetTemporary textures fragment VRAM until creation fails mid-session — pair every get with a release in finally.
4. Read the pattern in crash reports
If the failures cluster on one driver version or GPU family, reproduce there or add a targeted fallback — that cluster is a compatibility bug, not random noise.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.