# Create()

> Actually creates the RenderTexture.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public bool Create()
```

### Returns

| Type                                                          | Description                                 |
| ------------------------------------------------------------- | ------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True if the texture is created, else false. |

### Remarks

RenderTexture constructor does not actually create the hardware texture; by default the texture is created the first time it is set [RenderTexture.active](/engine/6000.0/script-reference/unityengine/rendertexture/active.md). Calling `Create` lets you create it up front. `Create` does nothing if the texture is already created.

The initial contents of a newly created render texture are undefined. On some platforms and APIs the contents will default to black, but you shouldn't depend on this. You can use [LoadStoreActionDebugModeSettings](/engine/6000.0/script-reference/unityengine/rendering/loadstoreactiondebugmodesettings.md) to highlight undefined areas of the display, to help you debug rendering problems on mobile platforms.

Additional Resources: [RenderTexture.Release](/engine/6000.0/script-reference/unityengine/rendertexture/release.md), [RenderTexture.IsCreated](/engine/6000.0/script-reference/unityengine/rendertexture/iscreated.md) functions.

### Examples

```csharp
using UnityEngine;

public class Example : MonoBehaviour
{
    public RenderTexture rt;

    void  Start()
    {
        rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32);
        rt.Create();

        // Add code here to work on the render texture

        // Release the hardware resources used by the render texture
        rt.Release();
    }
}
```
