continued unity crashes - within a few mins, sometimes will last an hour, very intermittent. All other games work fine…
Unity 6000.0.42f1_f06be7235020 .
error log: Input System module state changed to: Initialized.
[Physics::Module] Initialized fallback backend.
[Physics::Module] Id: 0xdecafbad
Initialize engine version: 6000.0.42f1 (feb9a7235030)
[Subsystems] Discovering subsystems at path C:/Games/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems
kGfxThreadingModeSplitJobs is not supported on Direct3D 11. Reverting to kGfxThreadingModeClientWorkerJobs instead.
GfxDevice: creating device client; kGfxThreadingModeClientWorkerJobs
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce RTX 5090 Laptop GPU (ID=0x2c18)
Vendor: NVIDIA
VRAM: 24137 MB
Driver: 32.0.15.9597
[Physics::Module] Selected backend.
[Physics::Module] Name: PhysX
[Physics::Module] Id: 0xf2b8ea05
[Physics::Module] SDK Version: 4.1.2
[Physics::Module] Integration Version: 1.0.0
[Physics::Module] Threading Mode: Multi-Threaded
Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled).
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Sirenix.Serialization.BinaryDataReader:ReadStringValue()
Sirenix.Serialization.BinaryDataReader:EnterArray(Int64&)
Sirenix.Serialization.ListFormatter1:DeserializeImplementation(List1&, IDataReader)
Sirenix.Serialization.BaseFormatter1:Deserialize(IDataReader) Sirenix.Serialization.BaseFormatter1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader)
Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader)
Sirenix.Serialization.ReflectionFormatter1:DeserializeImplementation(T&, IDataReader) Sirenix.Serialization.BaseFormatter1:Deserialize(IDataReader)
Sirenix.Serialization.BaseFormatter1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader) Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, IDataReader) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, Byte[]&, List1&, DataFormat, DeserializationContext)
Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext, Boolean, List`1)
Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext)
Sirenix.OdinInspector.SerializedMonoBehaviour:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize()
UnityEngine.ResourcesAPIInternal:Load(String, Type)
UnityEngine.Resources:Load(String)
AbilityManager:get()
AbilityManager:EditorReset()
MonolithRNGManager.filteredActors has exceeded the expected max size of 256
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
DList`1:Add(T)
LE.Gameplay.Monolith.MonolithRNGManager:PreFilterMonolithPools()
The referenced script on this Behaviour (Game Object ‘ForgeStrikeVFX’) is missing!
UnityEngine.ResourcesAPIInternal:Load(String, Type)
UnityEngine.Resources:Load(String)
VFXManager:get()
VFXManager:OnSubsystemRegistration()
2026-03-30T22:06:22.2813313+00:00 Warning DetachParticleSystemsOnDeath on ShiftBeginningVFX(Clone) is set not to reattach, but is on a self pooling object. This might cause VFX to get lost on future use
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DetachParticleSystemsOnDeath:OnEnable()
<g__inner|0>d:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&)
NetworkedGlobalVFXManager:ReceiveSpawnVfxWithCreationReferences(MessageSpawnVfxWithCreationReferences)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSpawnVfxWithCreationReferences(IMessageService, MessageSpawnVfxWithCreationReferences, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessageService, IMessage&, MessageKey, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.MultiMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer)
LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
2026-03-30T22:07:54.4218922+00:00 Warning Unable to fit an item in the inventory. Info: Callback from the server, check the server logs for more information.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
PlayerActorSync:ReceiveShowInventoryFullNotification()
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageShowInventoryFullNotification(IMessageService, MessageShowInventoryFullNotification, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessageService, IMessage&, MessageKey, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.MultiMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer)
LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
2026-03-30T22:08:04.7159860+00:00 Warning Unable to fit an item in the inventory. Info: Callback from the server, check the server logs for more information.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
PlayerActorSync:ReceiveShowInventoryFullNotification()
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageShowInventoryFullNotification(IMessageService, MessageShowInventoryFullNotification, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessageService, IMessage&, MessageKey, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.MultiMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer)
LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
2026-03-30T22:08:35.6825277+00:00 Warning DetachParticleSystemsOnDeath on ShiftBeginningVFX(Clone) is set not to reattach, but is on a self pooling object. This might cause VFX to get lost on future use
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DetachParticleSystemsOnDeath:OnEnable()
<g__inner|0>d:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&)
NetworkedGlobalVFXManager:ReceiveSpawnVfxWithCreationReferences(MessageSpawnVfxWithCreationReferences)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSpawnVfxWithCreationReferences(IMessageService, MessageSpawnVfxWithCreationReferences, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessageService, IMessage&, MessageKey, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.MultiMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer)
LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
2026-03-30T22:08:40.9275921+00:00 Warning DetachParticleSystemsOnDeath on ShiftBeginningVFX(Clone) is set not to reattach, but is on a self pooling object. This might cause VFX to get lost on future use
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DetachParticleSystemsOnDeath:OnEnable()
<g__inner|0>d:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&)
NetworkedGlobalVFXManager:ReceiveSpawnVfxWithCreationReferences(MessageSpawnVfxWithCreationReferences)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSpawnVfxWithCreationReferences(IMessageService, MessageSpawnVfxWithCreationReferences, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessageService, IMessage&, MessageKey, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.MultiMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer)
LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
2026-03-30T22:08:55.7213058+00:00 Warning DetachParticleSystemsOnDeath on ShiftBeginningVFX(Clone) is set not to reattach, but is on a self pooling object. This might cause VFX to get lost on future use
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
DetachParticleSystemsOnDeath:OnEnable()
<g__inner|0>d:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&)
NetworkedGlobalVFXManager:ReceiveSpawnVfxWithCreationReferences(MessageSpawnVfxWithCreationReferences)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSpawnVfxWithCreationReferences(IMessageService, MessageSpawnVfxWithCreationReferences, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessageService, IMessage&, MessageKey, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.MultiMessageRouter:RouteMessage(IMessageService, T, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer)
LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
d3d11: failed to create staging 2D texture w=128 h=2 d3dfmt=10 [887a0005]
d3d11: failed to create staging 2D texture w=128 h=2 d3dfmt=10 [887a0005]
Also did try manually deleting the UnityPlayer.dll file