The referenced script on this Behaviour (Game Object ‘’) is missing!
Serialization depth limit 10 exceeded at ‘WeightedCorruptionOutcome.corruptionOutcome’. There may be an object composition cycle in one or more of your serialized classes. Consider rearranging data or use [SerializeReference].
Serialization hierarchy:
11: WeightedCorruptionOutcome.corruptionOutcome
10: WeightedCorruptionOutcome.extraCorruptionOutcomes
9: WeightedCorruptionOutcome.extraCorruptionOutcomes
8: WeightedCorruptionOutcome.extraCorruptionOutcomes
7: WeightedCorruptionOutcome.extraCorruptionOutcomes
6: WeightedCorruptionOutcome.extraCorruptionOutcomes
5: WeightedCorruptionOutcome.extraCorruptionOutcomes
4: WeightedCorruptionOutcome.extraCorruptionOutcomes
3: WeightedCorruptionOutcome.extraCorruptionOutcomes
2: WeightedCorruptionOutcome.extraCorruptionOutcomes
1: CorruptionCategoryConfig.positiveOutcomes
0: CorruptionOutcomeConfig.corruptionCategoryConfig
Serialization depth limit 10 exceeded at ‘WeightedCorruptionOutcome.corruptionOutcome’. There may be an object composition cycle in one or more of your serialized classes. Consider rearranging data or use [SerializeReference].
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2026-10-01T17:02:22.6537355+00:00 Exception System.Exception: Unable to load scene – SceneLoadRef is invalid! (CallerInfo: LEAssetBundlesManager.cs(963))
at LE.AssetBundles.InvalidSceneLoadRef.LoadSceneAsync (UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0
at LE.AssetBundles.AssetBundlesManager.SceneLoadAsyncUpdate () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.AssetBundles.AssetBundlesManager.LoadSceneAsync (System.String sceneName, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0
at LE.AssetBundles.AssetBundlesManager.LoadSceneAsync (System.String sceneName, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0
at PersistentUIActivator.Activate () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at PersistentUIActivator.Activate () [0x00000] in <00000000000000000000000000000000>:0 at ClientAppState.SystemLoadingAppState.Enter (ClientAppState.ShellSceneManager sceneManager) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1[TStateMachine].SetResult () [0x00000] in <00000000000000000000000000000000>:0
at GameLoader.InitializeAsync () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.LETelemetry:Log(String, LogType, String, String, Object, Object)
LE.Telemetry.Logger.ClientLogHandler:LogFormat(LogType, Object, String, Object)
LE.Telemetry.Logger.ClientLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
LE.AssetBundles.d__103:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1:Start(TStateMachine&) LE.AssetBundles.<LoadSceneAsync>d__102:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1:Start(TStateMachine&)
LE.AssetBundles.AssetBundlesManager:LoadSceneAsync(String, LoadSceneMode)
d__4:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1:Start(TStateMachine&) PersistentUIActivator:Activate() ClientAppState.<Enter>d__2:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1:Run()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1:SetResult()
d__1:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore1:TrySetResult(TResult)
Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext()
Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()