Game Freeze when trying to enter a game

New issue for me this morning? Anybody else?

There’s been no patches since the 22nd, so it’s likely your end. If it’s always happening then getting steam to verify your game files is usually a good first step.

So deleting my saved games files and have them downloaded from steam saved games fixed it. Just in case somebody else experiences this.

A good way to figure out these things is to look in the games debug file (player.log) for obvious errors (or post it asking for help if you cannot figure it out) - but you need to do this immediately after the problem occured as the log is cycled.

Sounds like you may have had a corrupted savegame and Steam Cloud thankfully hadnt sync’d the corruption yet - so when you removed them, Steam replaced them with a good working version… very lucky in my experience helping out here on the forum…

One note here - purely cautionary - you should try and see if there is any clue as to why the corruption may have happened - ideally you want to prevent it happening in the first place… If you still have an older log you may see something… and check your windows event logs to see if there is any specific report… Maybe the game didnt shutdown correctly or there is an intermittent instability issue etc…

Also, because you have already experienced this particular problem, i would recommend that you make a regular manual backup of your savegames over and above the steam cloud saves… Nothing worse that getting a choice drop only to lose it because of a corrupted save…

Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec)
[Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 11.0 [level 11.1]
    Renderer: NVIDIA GeForce RTX 3080 Ti (ID=0x2208)
    Vendor:   
    VRAM:     12108 MB
    Driver:   30.0.15.1259
D3D11 device created for Microsoft Media Foundation video decoding.
The referenced script (WFX_LightCurves) on this Behaviour is missing!
UnityEngine.Resources:Load(String)
AbilityManager:get()
AbilityManager:EditorReset()

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The referenced script (WFX_LightCurves) on this Behaviour is missing!
UnityEngine.Resources:Load(String)
AbilityManager:get()
AbilityManager:EditorReset()

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The referenced script on this Behaviour (Game Object 'Point light') is missing!
UnityEngine.Resources:Load(String)
AbilityManager:get()
AbilityManager:EditorReset()

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The referenced script on this Behaviour (Game Object 'Point light') is missing!
UnityEngine.Resources:Load(String)
AbilityManager:get()
AbilityManager:EditorReset()

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Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found
Particle system meshes will only work with exactly one (1) sub mesh
UnityEngine.Resources:Load(String)
VFXManager:get()
VFXManager:EditorReset()

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Particle system meshes will only work with exactly one (1) sub mesh
UnityEngine.Resources:Load(String)
VFXManager:get()
VFXManager:EditorReset()

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Particle system meshes will only work with exactly one (1) sub mesh
UnityEngine.Resources:Load(String)
VFXManager:get()
VFXManager:EditorReset()

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Particle system meshes will only work with exactly one (1) sub mesh
UnityEngine.Resources:Load(String)
VFXManager:get()
VFXManager:EditorReset()

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[Instantiation] Loaded Serializers:
	PlayOneShotSound	-	Generated.PlayOneShotSoundSerializerGenerated
	SelfDestroyer	-	Generated.SelfDestroyerSerializerGenerated
	DestroyAfterDuration	-	Generated.DestroyAfterDurationSerializerGenerated
	RotatesToAngle	-	Generated.RotatesToAngleSerializerGenerated
	DetachParticleSystemsOnDeath	-	Generated.DetachParticleSystemsOnDeathSerializerGenerated
	StartsAtTarget	-	Generated.StartsAtTargetSerializerGenerated
	RFX1_LightCurves	-	Generated.RFX1_LightCurvesSerializerGenerated
	StartForwardsFromCreator	-	Generated.StartForwardsFromCreatorSerializerGenerated
	VelocityForDuration	-	Generated.VelocityForDurationSerializerGenerated
	RFX4_Turbulence	-	Generated.RFX4_TurbulenceSerializerGenerated
	ConstantRotation	-	Generated.ConstantRotationSerializerGenerated
	SceneObjectIndicator	-	Generated.SceneObjectIndicatorSerializerGenerated
	SubObjectsStretchToLocationCreatedFrom	-	Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated
	ActivateChildAfterRandomDuration	-	Generated.ActivateChildAfterRandomDurationSerializerGenerated
	TextureTilingOnScale	-	Generated.TextureTilingOnScaleSerializerGenerated
	RFX4_ShaderFloatCurve	-	Generated.RFX4_ShaderFloatCurveSerializerGenerated
	ActivateObjectsAfterDuration	-	Generated.ActivateObjectsAfterDurationSerializerGenerated
	RepeatedlyLookAtTransform	-	Generated.RepeatedlyLookAtTransformSerializerGenerated
	FT_LineHitPoint	-	Generated.FT_LineHitPointSerializerGenerated
	FT_LineRender	-	Generated.FT_LineRenderSerializerGenerated
	StartsTowardsTarget	-	Generated.StartsTowardsTargetSerializerGenerated
	MagicalFX.FX_Rotation	-	Generated.FX_RotationSerializerGenerated
	CreateOnDeath	-	Generated.CreateOnDeathSerializerGenerated
	StartsAboveTarget	-	Generated.StartsAboveTargetSerializerGenerated
	StartAwayFromTarget	-	Generated.StartAwayFromTargetSerializerGenerated
	UnityEngine.BoxCollider	-	LE.Caching.CustomSerializers.BoxColliderSerializer
	UnityEngine.CapsuleCollider	-	LE.Caching.CustomSerializers.CapsuleColliderSerializer
	UnityEngine.SphereCollider	-	LE.Caching.CustomSerializers.SphereColliderSerializer
	UnityEngine.Transform	-	LE.Caching.CustomSerializers.TransformSerializer

UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.Caching.Serialization:GetSerializers()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! 
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The referenced script on this Behaviour (Game Object 'ChatTextTagged') is missing! 
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! 
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A scripted object (probably MeshDecimator.Unity.DecimatedObject?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? 
(Filename:  Line: 2337)

The referenced script (RuntimeDevMode) on this Behaviour is missing! 
(Filename:  Line: 199)

The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! 
(Filename:  Line: 199)

The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! 
(Filename:  Line: 334)

A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes)
Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? 
(Filename:  Line: 2337)

The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! 
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! 
(Filename:  Line: 334)

UnloadTime: 2.966100 ms
game version: 0.8.5f
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
GameVersionManager:Awake()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
GraphicsBackend.Options.GraphicsConfiguration:Awake()
UnityEngine.Object:Instantiate(Object, Transform, Boolean)
UnityEngine.Object:Instantiate(T, Transform, Boolean)
UIPanel:GetInstance(Boolean)
UIBase:Awake()

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The referenced script on this Behaviour (Game Object '<null>') is missing! 
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The referenced script on this Behaviour (Game Object '<null>') is missing! 
(Filename:  Line: 334)

DontDestroyOnLoad only works for root GameObjects or components on root GameObjects.
Rewired.UI.ControlMapper.ControlMapper:Awake()

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IMGUI OnEnable
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
ImGuiNET.Unity.DearImGui:OnEnable()
 
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Unloading 7 Unused Serialized files (Serialized files now loaded: 8)
UnloadTime: 4.237200 ms

Unloading 597 unused Assets to reduce memory usage. Loaded Objects now: 683092.
Total: 570.643600 ms (FindLiveObjects: 17.775100 ms CreateObjectMapping: 27.652900 ms MarkObjects: 524.210900 ms  DeleteObjects: 1.003900 ms)

Input Mode : Mouse & Keyboard
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
EpochInputManager:set_IsControllerActive(Boolean)
<Start>d__54:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
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[FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds.
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
FMODUnity.RuntimeManager:Update()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

'filter' is null!
Did you add the 'DomainManager' to the current scene?
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Crosstales.BWF.Manager.DomainManager:logFilterIsNull()
Crosstales.BWF.BWFManager:get_isReady()
Crosstales.BWF.BWFManager:Update()
 
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Deactivating main camera
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<disableMainCameraAfterDelay>d__12:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
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Failed to create agent because it is not close enough to the NavMesh
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(T, Vector3, Quaternion)
LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion)
ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType)
PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

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'filter' is null!
Did you add the 'CapitalizationManager' to the current scene?
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Crosstales.BWF.Manager.CapitalizationManager:logFilterIsNull()
Crosstales.BWF.Manager.CapitalizationManager:ReplaceAll(String, Boolean, String, String)
Crosstales.BWF.BWFManager:ReplaceAll(String, ManagerMask, String[])
ChatMessageVisuals:Initialize(ChatMsg)
ChatManager:DrawChatMessage(ChatMsg)
PlayerChangedAction:Invoke(GameObject)
ChannelManager:Channel_OnMessageAdded(ChatChannel, ChatMsg)
System.Action`2:Invoke(T1, T2)
ChatChannel:AddMessage(ChatMsg)
ChannelManager:SortMessage(ChatMsg)
ChatManager:<GetWelcomeMessage>b__82_0(Result`1)
UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture)
AccelByte.Api.<GetGameRecord>d__9:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
UnityEngine.Resources:Load(String)
InventoryItemUI:GetSpriteImage(ItemData, ItemUIContext)
InventoryItemUI:SetImageSpritesAndColours()
InventoryItemUI:UpdateContent()
InventoryItemUI:Initialize(RectTransform, ItemContainerEntry, Vector2, CharacterInfoProvider, Boolean, Nullable`1)
ItemContainerUI:AddItemUI(ItemContainerEntry)
ItemContainerUI:Initialize()
ItemContainerUIWithHighlight:Initialize()
ShopContainerUI:Initialize()
PixelCrushers.DialogueSystem.IsCancelKeyDownDelegate:Invoke()
ItemContainersManager:OnCharLoaded()
CharacterDataTracker:InitializeCharacter()
<SetupCharacterFromData>d__16:MoveNext()
CharacterDataTracker:SetupCharacterFromData(CharacterData)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

'filter' is null!
Did you add the 'PunctuationManager' to the current scene?
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
Crosstales.BWF.Manager.PunctuationManager:logFilterIsNull()
Crosstales.BWF.Manager.PunctuationManager:ReplaceAll(String, Boolean, String, String)
Crosstales.BWF.BWFManager:ReplaceAll(String, ManagerMask, String[])
ChatMessageVisuals:Initialize(ChatMsg)
ChatManager:DrawChatMessage(ChatMsg)
PlayerChangedAction:Invoke(GameObject)
ChannelManager:Channel_OnMessageAdded(ChatChannel, ChatMsg)
System.Action`2:Invoke(T1, T2)
ChatChannel:AddMessage(ChatMsg)
ChannelManager:SortMessage(ChatMsg)
ChatManager:<GetWelcomeMessage>b__82_0(Result`1)
UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture)
AccelByte.Api.<GetGameRecord>d__9:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
UnityEngine.Resources:Load(String)
InventoryItemUI:GetSpriteImage(ItemData, ItemUIContext)
InventoryItemUI:SetImageSpritesAndColours()
InventoryItemUI:UpdateContent()
InventoryItemUI:Initialize(RectTransform, ItemContainerEntry, Vector2, CharacterInfoProvider, Boolean, Nullable`1)
ItemContainerUI:AddItemUI(ItemContainerEntry)
ItemContainerUI:Initialize()
ItemContainerUIWithHighlight:Initialize()
ShopContainerUI:Initialize()
PixelCrushers.DialogueSystem.IsCancelKeyDownDelegate:Invoke()
ItemContainersManager:OnCharLoaded()
CharacterDataTracker:InitializeCharacter()
<SetupCharacterFromData>d__16:MoveNext()
CharacterDataTracker:SetupCharacterFromData(CharacterData)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
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PreLoading Scene: EoT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneLoader:RecursiveSceneQueueLoading()
CharacterDataTracker:InitializeCharacter()
<SetupCharacterFromData>d__16:MoveNext()
CharacterDataTracker:SetupCharacterFromData(CharacterData)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Attempting Unload Scene References
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneLoader:RecursiveSceneQueueLoading()
CharacterDataTracker:InitializeCharacter()
<SetupCharacterFromData>d__16:MoveNext()
CharacterDataTracker:SetupCharacterFromData(CharacterData)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Finished Unload Scene References
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneLoader:RecursiveSceneQueueLoading()
CharacterDataTracker:InitializeCharacter()
<SetupCharacterFromData>d__16:MoveNext()
CharacterDataTracker:SetupCharacterFromData(CharacterData)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Attempting Load Scene References
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneLoader:RecursiveSceneQueueLoading()
CharacterDataTracker:InitializeCharacter()
<SetupCharacterFromData>d__16:MoveNext()
CharacterDataTracker:SetupCharacterFromData(CharacterData)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
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Finished Load Scene References, Time Taken: 0,5668545
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.AssetManagement.SceneReferenceManager:PreloadScene(String)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneLoader:RecursiveSceneQueueLoading()
CharacterDataTracker:InitializeCharacter()
<SetupCharacterFromData>d__16:MoveNext()
CharacterDataTracker:SetupCharacterFromData(CharacterData)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Unload scene complete
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
SceneLoader:RecursiveSceneQueueLoading()
CharacterDataTracker:InitializeCharacter()
<SetupCharacterFromData>d__16:MoveNext()
CharacterDataTracker:SetupCharacterFromData(CharacterData)
LE.Services.<LE-Services-IUserService-StartPlayWithCharacter>d__20:MoveNext()
LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken)
<LoadCharacterByData>d__41:MoveNext()
LocalCharacterSlots:LoadCharacterByData(CharacterData)
<OnLoadCharacterClick>d__33:MoveNext()
CharacterSelect:LoadCharacterClick()
BlockAction:Invoke()
UnityEngine.Events.InvokableCall:Invoke()
UnityEngine.Events.UnityEvent:Invoke()
System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32)
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents()
Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Unloading 5 Unused Serialized files (Serialized files now loaded: 10)
Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object.
  at LE.UI.Party.PartyOverviewController+<RefreshParty>d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 
  at LE.UI.Party.PartyOverviewController.Init () [0x00000] in <00000000000000000000000000000000>:0 
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception)
LE.UI.Party.<RefreshParty>d__8:MoveNext()
LE.UI.Party.PartyOverviewController:Init()
 
(Filename: currently not available on il2cpp Line: -1)


Unloading 711 unused Assets to reduce memory usage. Loaded Objects now: 737059.
Total: 699.500900 ms (FindLiveObjects: 23.889600 ms CreateObjectMapping: 37.678100 ms MarkObjects: 636.876300 ms  DeleteObjects: 1.056100 ms)

Unload assets/previous scene complete
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Loading Scene EoT
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Time to load EoT 1,71 s
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
<LoadScene>d__32:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing! 
(Filename:  Line: 334)

The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! 
(Filename:  Line: 334)

Unloading 26 Unused Serialized files (Serialized files now loaded: 10)
UnloadTime: 7.198000 ms
Failed to create agent because it is not close enough to the NavMesh 
(Filename:  Line: 648)


Unloading 658 unused Assets to reduce memory usage. Loaded Objects now: 755451.
Total: 666.211500 ms (FindLiveObjects: 22.888700 ms CreateObjectMapping: 30.967800 ms MarkObjects: 610.346900 ms  DeleteObjects: 2.007700 ms)

Joining the default global chat channel
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture)
UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture)
BlockAction:Invoke()
AccelByte.Core.<RunCallbacks>d__10:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Joining the default global chat channel
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture)
UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture)
BlockAction:Invoke()
AccelByte.Core.<RunCallbacks>d__10:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
 
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Setting up 8 worker threads for Enlighten.
  Thread -> id: 58f4 -> priority: 1 
  Thread -> id: 32dc -> priority: 1 
  Thread -> id: 2bd0 -> priority: 1 
  Thread -> id: 5e7c -> priority: 1 
  Thread -> id: 271c -> priority: 1 
  Thread -> id: e3c -> priority: 1 
  Thread -> id: 239c -> priority: 1 
  Thread -> id: 59c -> priority: 1

Just in case someone can get something from it - I have no idea really :slight_smile:
And it works now anyway so this is mostly if a dev might find it useful.

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