Quick answer: Clear the camera's targetTexture (set it to null) before releasing the render texture, and re-create the pairing in the right order when resizing.

This warning fires when the render texture a camera renders into disappears out from under it — common in portal effects, minimaps, and resolution-change code. Here is the safe teardown order.

How to fix it

1. Detach before release

Always cam.targetTexture = null; first, then rt.Release() (or Destroy(rt)). Reversing the order produces this warning and can flicker or crash on some drivers.

2. Handle resizes as detach–recreate–reattach

A RenderTexture cannot be resized while alive: detach it from the camera, release it, create a new one at the new resolution, and assign it back.

3. Audit OnDestroy paths

When the minimap or portal object is destroyed, its cleanup must run before the texture teardown — put both in one method so the order is enforced in one place.

4. Watch temporary render textures too

The same rule applies to RenderTexture.GetTemporary/ReleaseTemporary pairs used for post-processing blits.

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.

Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.