Is that something known? Any solution exist? Footage:
If I set series of r2t cameras for the player, then do same for u1 unit, some of u1 unit textures turns black instead. Then, if I remove r2t from the player, the only working r2t textures for u1 turn black too. All r2t turn black if you activate splendid cam. Note also weird splendind cam behavior (view switch), when launched during activating cameras sequence.
EDIT: a theory - excluding splendid cam it may have something to do with some hardcoded limitation in amount of r2t used simulatanously. When at the last part I'm using this:
_x cameraEffect ["Terminate","BACK",(format ["rendersurface%1%2",_foreachIndex,""])];
_x cameraEffect ["Terminate","BACK"];
black textures on u1 gradually start to show proper image as cameras are terminated on the player textures. This theory is confirmed by a fact, if I reduce amount of r2t for the player, equally more are properly displayed on u1. That limit seems to be 8. If that's actually a limit, can it be lifted/raised? There's also weird splendid cam behavior to be explained.