Listen friends it is absolutely not acceptable that even on 64Gb RAM + NV 4070Ti super. I force dto restart every 30 minutes due to sudden FPS drop.
When i start game it is working fine 30 - 40 minutes and after half hour or so it start slutter everywhere and not depend from location.
WTF ?
Thanks!
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:21.3992336+00:00 Log Server Accepted (IP=37.48.96.245;Port=12247)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.Networking.ConnectionHelpers:OnPlayerConnected(Int64)
System.Action1:Invoke(T) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) PlayFab.Events.PlayFabRequestEvent
1:Invoke(TRequest)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Uploading Crash Report
2024-12-03T16:50:22.0837335+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object.
at UISubScaler.UpdateTextScale (System.Single scale) [0x00000] in <00000000000000000000000000000000>:0
at UISubScaler.UpdateScale () [0x00000] in <00000000000000000000000000000000>:0
at UISubScaler.OnEnable () [0x00000] in <00000000000000000000000000000000>:0
at UIPanel.Open (System.Boolean useCanvas) [0x00000] in <00000000000000000000000000000000>:0
at UIBase.ToggleUIForCharacterSelect (System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0
at LocalCharacterSlots.EnableUI (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0
at System.Action2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg1,TArg2] (System.Action
2[T1,T2] action, TArg1 arg1, TArg2 arg2) [0x00000] in <00000000000000000000000000000000>:0
at ClientSceneService+d__38.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0
at ClientSceneService+<g__ClientHandleSceneLoadStart|30_0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at ClientSceneService.HandleSceneLoadStart (LE.Networking.Generated.Scene.MessageSceneLoadStart message, LE.Networking.Core.NetPlayer player) [0x00000] in <00000000000000000000000000000000>:0
at System.Action2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.SceneEvents.ReceiveSceneLoadStart (LE.Networking.Generated.Scene.MessageSceneLoadStart msg, LE.Networking.Core.NetPlayer player) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.Generated.GeneratedMessageRouter.RouteMessageSceneLoadStart (LE.Networking.Generated.Scene.MessageSceneLoadStart message, LE.Networking.Core.NetPlayer player) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.Generated.GeneratedMessageRouter.RouteMessage (LE.Networking.Core.Messaging.IMessage& message, LE.Networking.Core.Messaging.MessageKey key, LE.Networking.Core.NetPlayer player) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.Core.Networking.BaseNetworkService.ProcessIncomingMessage (Lidgren.Network.NetIncomingMessage incomingMessage, System.Object peer) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.Core.Networking.ClientNetworkService.ReceiveCallback (System.Object peer) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent
1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.UniTaskSynchronizationContext+Callback.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.UniTaskSynchronizationContext.Run () [0x00000] in <00000000000000000000000000000000>:0
at AbilityVisuals+LocationUpdatedAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0
0x00006FFFFC856DDC (unityplayer)
0x00006FFFFC85A0E3 (unityplayer)
0x00006FFFFC8476CD (unityplayer)
0x00006FFFFD10C8DE (unityplayer)
0x00006FFFFCC6FC07 (unityplayer)
0x00006FFFF9A63418 (gameassembly)
0x00006FFFF9A6320C (gameassembly)
0x00006FFFF8A2C417 (gameassembly)
0x00006FFFF8F038E5 (gameassembly)
0x00006FFFF5A1E268 (gameassembly)
0x00006FFFF5DD5FA0 (gameassembly)
0x00006FFFFCBED4D0 (unityplayer)
0x00006FFFFCBF0073 (unityplayer)
0x00006FFFFCBEDF9A (unityplayer)
0x00006FFFFC3C0AEE (unityplayer)
0x00006FFFFCBF0585 (unityplayer)
0x00006FFFFCBF00C8 (unityplayer)
0x00006FFFFCC08C33 (unityplayer)
0x00006FFFFCC0870A (unityplayer)
0x00006FFFFCC089BC (unityplayer)
0x00006FFFFCC4485B (unityplayer)
0x00006FFFFC8D96C2 (unityplayer)
0x00006FFFFC8DC9E0 (unityplayer)
0x00006FFFFCC7F867 (unityplayer)
0x00006FFFF670A99B (gameassembly)
0x00006FFFF66FDCF4 (gameassembly)
0x00006FFFF627A4B4 (gameassembly)
0x00006FFFF91D3726 (gameassembly)
0x00006FFFF772C449 (gameassembly)
0x00006FFFF60ACC5B (gameassembly)
0x00006FFFF60A9532 (gameassembly)
0x00006FFFF60AE8AB (gameassembly)
0x00006FFFF60A92E6 (gameassembly)
0x00006FFFF91D6452 (gameassembly)
0x00006FFFF6A77254 (gameassembly)
0x00006FFFF69FF405 (gameassembly)
0x00006FFFF6A0D585 (gameassembly)
0x00006FFFF991DD2F (gameassembly)
0x00006FFFF9920766 (gameassembly)
0x00006FFFF63698F3 (gameassembly)
0x00006FFFF99AD45B (gameassembly)
0x00006FFFF99B2460 (gameassembly)
0x00006FFFF607D10A (gameassembly)
0x00006FFFF5A26C2C (gameassembly)
0x00006FFFF5DD5FA0 (gameassembly)
0x00006FFFFCBED4D0 (unityplayer)
0x00006FFFFCBF0073 (unityplayer)
0x00006FFFFCACE47F (unityplayer)
0x00006FFFFCACE493 (unityplayer)
0x00006FFFFCAD08EC (unityplayer)
0x00006FFFFC87E4DE (unityplayer)
0x00006FFFFC87D23A (unityplayer)
0x00006FFFFC881418 (unityplayer)
0x00006FFFFC884F1B (unityplayer)
0x00000001400011F2 (last epoch)
0x00006FFFFFED482D (kernel32)
0x00006FFFFFF4F44F (ntdll)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:22.0844573+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(F40, Single)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode)
UnityEngine.Windows.Speech.DictationResultDelegate:Invoke(String, ConfidenceLevel)
LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action2, TArg1, TArg2) <LoadSceneAsync>d__38:MoveNext() ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <<HandleSceneLoadStart>g__ClientHandleSceneLoadStart|30_0>d:MoveNext() ClientSceneService:HandleSceneLoadStart(MessageSceneLoadStart, NetPlayer) System.Action
2:Invoke(T1, T2)
LE.Networking.SceneEvents:ReceiveSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage, Object)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:22.0847202+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode)
UnityEngine.Windows.Speech.DictationResultDelegate:Invoke(String, ConfidenceLevel)
LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action2, TArg1, TArg2) <LoadSceneAsync>d__38:MoveNext() ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <<HandleSceneLoadStart>g__ClientHandleSceneLoadStart|30_0>d:MoveNext() ClientSceneService:HandleSceneLoadStart(MessageSceneLoadStart, NetPlayer) System.Action
2:Invoke(T1, T2)
LE.Networking.SceneEvents:ReceiveSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage, Object)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:22.0849436+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode)
UnityEngine.Windows.Speech.DictationResultDelegate:Invoke(String, ConfidenceLevel)
LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action2, TArg1, TArg2) <LoadSceneAsync>d__38:MoveNext() ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <<HandleSceneLoadStart>g__ClientHandleSceneLoadStart|30_0>d:MoveNext() ClientSceneService:HandleSceneLoadStart(MessageSceneLoadStart, NetPlayer) System.Action
2:Invoke(T1, T2)
LE.Networking.SceneEvents:ReceiveSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage, Object)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:22.0851046+00:00 Log LoadingScreen.OnEnable(F40)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.UI.LoadingScreen:Enable()
LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode)
UnityEngine.Windows.Speech.DictationResultDelegate:Invoke(String, ConfidenceLevel)
LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action2, TArg1, TArg2) <LoadSceneAsync>d__38:MoveNext() ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <<HandleSceneLoadStart>g__ClientHandleSceneLoadStart|30_0>d:MoveNext() ClientSceneService:HandleSceneLoadStart(MessageSceneLoadStart, NetPlayer) System.Action
2:Invoke(T1, T2)
LE.Networking.SceneEvents:ReceiveSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage, Object)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:22.0854533+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to ‘True’
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
EpochInputManager:set_ButtonPressBlocked(Boolean)
LE.UI.LoadingScreen:Enable()
LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode)
UnityEngine.Windows.Speech.DictationResultDelegate:Invoke(String, ConfidenceLevel)
LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action2, TArg1, TArg2) <LoadSceneAsync>d__38:MoveNext() ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <<HandleSceneLoadStart>g__ClientHandleSceneLoadStart|30_0>d:MoveNext() ClientSceneService:HandleSceneLoadStart(MessageSceneLoadStart, NetPlayer) System.Action
2:Invoke(T1, T2)
LE.Networking.SceneEvents:ReceiveSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneLoadStart(MessageSceneLoadStart, NetPlayer)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage, Object)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Unloading 1 Unused Serialized files (Serialized files now loaded: 17)
Unloading 181 unused Assets to reduce memory usage. Loaded Objects now: 1063602.
Total: 1047.575300 ms (FindLiveObjects: 32.183500 ms CreateObjectMapping: 23.952200 ms MarkObjects: 989.790900 ms DeleteObjects: 1.648100 ms)
2024-12-03T16:50:24.2007404+00:00 Log Received remote sha: b3179cf3935ceab4a16d8deeff7b4bc655a016a1
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Networking.Multiplayer.ServerInfoProvider:ReceiveRemoteSha(MessageServerInfoRemoteSha)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageServerInfoRemoteSha(MessageServerInfoRemoteSha)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage, Object)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:24.2009894+00:00 Log Received remote host: prod-prod-a-towns-eu-west-x9k6z-9kch6
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessageServerInfoHost(MessageServerInfoHost)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage, Object)
LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object)
PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest)
Cysharp.Threading.Tasks.Callback:Invoke()
Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Unloading 46 Unused Serialized files (Serialized files now loaded: 17)
UnloadTime: 8.046200 ms
2024-12-03T16:50:26.9453518+00:00 Log PlayerSync.Initialize 64187F227CF099B8
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU)
LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer)
LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform)
LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:HandleCreate(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete()
ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode)
ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:26.9455905+00:00 Log RtmClientPartyManager.TriggerUpdate id: leader: members: 0
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.Services.RtmClientPartyManager:TriggerUpdate(String, PartySettings, PartyMember_Full, PartyMember_Full)
PlayerSync:PartyUpdate(MessagePartyUpdate)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessagePartyUpdate(MessagePartyUpdate)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:TriggerBufferedMessages(UInt32)
LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU)
LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer)
LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform)
LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:HandleCreate(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete()
ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode)
ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:27.0150376+00:00 Log PlayerActorSync.Initialize(64187F227CF099B8, NetObjectKey - Full uint packedKey: 4194306 | SceneIndex 1 | ObjectId 2)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PlayerActorSync:Initialize(NetObjectKey)
LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU)
LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer)
LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform)
LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:HandleCreate(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete()
ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode)
ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:27.0796384+00:00 Log LoadingScreen.OnLocalPlayerInitialized(F40)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync)
System.Action1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action
1, TArg)
PlayerActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType)
ActorSync:ProcessCreateVisuals(Int32, UInt32, PositionSyncType)
ActorSync:HandleMessageCreateVisuals(MessageCreateVisuals)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:TriggerBufferedMessages(UInt32)
LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU)
LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer)
LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform)
LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:HandleCreate(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete()
ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode)
ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:27.0800039+00:00 Log LoadingScreen.DisableAsync(F40, False)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.UI.d__27:MoveNext()
LE.UI.LoadingScreen:DisableAsync(Boolean)
LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync)
System.Action1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action
1, TArg)
PlayerActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType)
ActorSync:ProcessCreateVisuals(Int32, UInt32, PositionSyncType)
ActorSync:HandleMessageCreateVisuals(MessageCreateVisuals)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:TriggerBufferedMessages(UInt32)
LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU)
LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer)
LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform)
LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:HandleCreate(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete()
ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode)
ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:27.1154421+00:00 Warning Canceling attempt to set Solo region: empty string for region!
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
PlayerActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType)
ActorSync:ProcessCreateVisuals(Int32, UInt32, PositionSyncType)
ActorSync:HandleMessageCreateVisuals(MessageCreateVisuals)
LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(IMessage&, MessageKey, NetPlayer)
LE.Networking.Core.Networking.BaseNetworkService:TriggerBufferedMessages(UInt32)
LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU)
LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer)
LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform)
LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:HandleCreate(IMessage, NetObjectKey)
LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete()
ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode)
ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode)
UnityEngine.Events.UnityAction`2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:27.1162195+00:00 Log LoadingScreen.OnSceneLoaded(F40, Single)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode)
UnityEngine.Windows.Speech.DictationResultDelegate:Invoke(String, ConfidenceLevel)
LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.Events.UnityAction
2:Invoke(T0, T1)
UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode)
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:27.1516517+00:00 Log Time to Single load ‘F40’ 5.07 s
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
d__38:MoveNext()
BeardedManStudios.Forge.Networking.Unity.UpdateEvent:Invoke()
Cysharp.Threading.Tasks.Internal.PooledDelegate1:Run(T) System.Action
1:Invoke(T)
UnityEngine.AsyncOperation:InvokeCompletionEvent()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:27.1572817+00:00 Log Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null.
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
NonInteractableItemContainerUI:OnUpdateTick(Single)
ObjectiveIncrementedAction:Invoke(Single)
LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single)
LE.CustomUpdate.UpdateSystem:Update()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Unloading 218 unused Assets to reduce memory usage. Loaded Objects now: 1095621.
Total: 1080.152500 ms (FindLiveObjects: 34.465000 ms CreateObjectMapping: 23.141600 ms MarkObjects: 1020.679100 ms DeleteObjects: 1.866100 ms)
2024-12-03T16:50:28.3248627+00:00 Log LoadingScreen.OnDisable(F40)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
LE.UI.LoadingScreen:Disable()
LE.UI.d__27:MoveNext()
BeardedManStudios.Forge.Networking.Unity.UpdateEvent:Invoke()
System.Action1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore
1:TrySetResult(TResult)
Cysharp.Threading.Tasks.DelayFramePromise:MoveNext()
Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:28.3253635+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to ‘False’
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
EpochInputManager:set_ButtonPressBlocked(Boolean)
LE.UI.LoadingScreen:Disable()
LE.UI.d__27:MoveNext()
BeardedManStudios.Forge.Networking.Unity.UpdateEvent:Invoke()
System.Action1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore
1:TrySetResult(TResult)
Cysharp.Threading.Tasks.DelayFramePromise:MoveNext()
Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()
LocationUpdatedAction:Invoke()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-12-03T16:50:57.3936559+00:00 Warning Returning index -1 as region given is null or empty!
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
LE.UI.Generic.UnityUI.RegionSelectionDropdown:GetIndexByRegion(String)
LE.UI.Generic.UnityUI.RegionSelectionDropdown:Initialize()
LE.UI.Generic.UnityUI.RegionSelectionDropdown:RegionRefreshData()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Setting up 2 worker threads for Enlighten.
Thread → id: 7fc → priority: 1
Thread → id: 800 → priority: 1
2024-12-03T16:51:30.3929535+00:00 Log PlayerSync.local destroyed
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object)
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PlayerSync:OnDestroyInternal()
LE.Networking.Core.NetBehaviour`2:OnDestroy()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)