Quick answer: Assign the RenderTexture to the camera's Target Texture, keep the camera enabled or call camera.Render() manually, and verify the material samples that same texture.
If your minimap or portal surface is black or stuck, the render-texture camera is not actually drawing into it. Wiring it correctly fixes it. Here is how.
How to fix it
1. Assign the Target Texture
Set the camera's Target Texture to your RenderTexture asset. Without it the camera renders to the screen and the material samples an empty texture.
2. Keep the camera rendering
A disabled camera never updates the texture. Either leave it enabled or, for on-demand rendering, call cam.Render() each frame you need a fresh image.
3. Match the sampled texture
Make sure the surface material's texture slot points at the exact same RenderTexture asset; a duplicate or differently sized texture shows black or a stretched stale frame.
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 errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.