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 (ID=0x2206) Vendor: VRAM: 10077 MB Driver: 30.0.14.9709 D3D11 device created for Microsoft Media Foundation video decoding. The referenced script on this Behaviour (Game Object 'fireSpray') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'fireSpray') is missing! (Filename: Line: 334) The referenced script (WFX_LightCurves) on this Behaviour is missing! (Filename: Line: 199) The referenced script (WFX_LightCurves) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'Point light') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'Point light') is missing! (Filename: Line: 334) Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found [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) Initializing input. Input initialized. Initialized touch support. The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) 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! (Filename: Line: 334) 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 'GUI') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GeneralGameManager') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'AbilityManager') is missing! (Filename: Line: 334) UnloadTime: 2.373300 ms game version: 0.8.4 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script (NetworkedDebug) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'NetworkedDebugManager') is missing! (Filename: Line: 334) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. (Filename: Line: 606) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. (Filename: Line: 606) IMGUI OnEnable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'WelcomePanel') is missing! (Filename: Line: 334) Unloading 7 Unused Serialized files (Serialized files now loaded: 8) UnloadTime: 4.377300 ms Currently Selected GameObject: UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:Log(Object, Object) LE.UI.Login.LoginController:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 598 unused Assets to reduce memory usage. Loaded Objects now: 666416. Total: 702.980800 ms (FindLiveObjects: 21.092800 ms CreateObjectMapping: 57.138700 ms MarkObjects: 623.639400 ms DeleteObjects: 1.108800 ms) The referenced script on this Behaviour (Game Object 'cm') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'cm') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'cm') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'cm') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'cm') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'cm') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'cm') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'cm') is missing! (Filename: Line: 334) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at FootstepSoundEmitter.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. (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? (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Deactivating main camera UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) full path | C:/Users/hawk1/AppData/LocalLow/Eleventh Hour Games/Last Epoch/Saves/Epoch_Local_Global_Data_Beta UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GlobalSavingManager:deserialiseGlobalData(String, Boolean&) GlobalDataTracker:Awake() 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) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByData(CharacterData) CharacterSelect:LoadCharacterClick() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) Runs are no longer set back on death UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:setBackRun(MonolithRun) MonolithRunsManager:loadRuns() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByData(CharacterData) CharacterSelect:LoadCharacterClick() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) PreLoading Scene: EoT UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByData(CharacterData) CharacterSelect:LoadCharacterClick() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByData(CharacterData) CharacterSelect:LoadCharacterClick() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByData(CharacterData) CharacterSelect:LoadCharacterClick() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByData(CharacterData) CharacterSelect:LoadCharacterClick() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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 Load Scene References, Time Taken: 0.4245014 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByData(CharacterData) CharacterSelect:LoadCharacterClick() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByData(CharacterData) CharacterSelect:LoadCharacterClick() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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 ArgumentNullException: Value cannot be null. Parameter name: key at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerStore.AddPlayerActorSync (LE.Services.Models.UserIdentity userIdentity, PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Start () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Joining the default global chat channel UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) UnityEngine.UpdatedEventHandler:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 659 unused Assets to reduce memory usage. Loaded Objects now: 718229. Total: 819.067500 ms (FindLiveObjects: 28.102900 ms CreateObjectMapping: 58.778300 ms MarkObjects: 731.033500 ms DeleteObjects: 1.152100 ms) Unload assets/previous scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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) 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 1.57 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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 27 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 7.422400 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) 'filter' is null! Did you add the 'CapitalizationManager' to the current scene? (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? (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 622 unused Assets to reduce memory usage. Loaded Objects now: 734702. Total: 844.109300 ms (FindLiveObjects: 26.546600 ms CreateObjectMapping: 64.279400 ms MarkObjects: 750.890200 ms DeleteObjects: 2.391200 ms) PreLoading Scene: MonolithHub UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.000120163 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 741308. Total: 842.378400 ms (FindLiveObjects: 26.832500 ms CreateObjectMapping: 65.336100 ms MarkObjects: 749.053200 ms DeleteObjects: 1.156200 ms) Unload assets/previous scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene MonolithHub UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load MonolithHub 0.86 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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 46 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 13.817300 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Unloading 775 unused Assets to reduce memory usage. Loaded Objects now: 757568. Total: 849.647000 ms (FindLiveObjects: 26.924800 ms CreateObjectMapping: 64.933800 ms MarkObjects: 755.418300 ms DeleteObjects: 2.369000 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 757568. Total: 841.045300 ms (FindLiveObjects: 27.407500 ms CreateObjectMapping: 64.329100 ms MarkObjects: 748.576600 ms DeleteObjects: 0.731100 ms) PreLoading Scene: M_M210 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) Processing Monolith RNG, Seed: 610266102 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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 Load Scene References, Time Taken: 1.784214 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.UpdatedEventHandler:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.Net.WriteStreamClosedEventHandler:Invoke(Object, WriteStreamClosedEventArgs) 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 2 Unused Serialized files (Serialized files now loaded: 13) Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 799392. Total: 884.873000 ms (FindLiveObjects: 34.927800 ms CreateObjectMapping: 67.379800 ms MarkObjects: 781.697300 ms DeleteObjects: 0.867100 ms) Unload assets/previous scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_M210 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_M210 2.68 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) 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 37 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 24.594900 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Unloading 787 unused Assets to reduce memory usage. Loaded Objects now: 979700. Total: 905.704400 ms (FindLiveObjects: 37.716300 ms CreateObjectMapping: 71.388700 ms MarkObjects: 794.882800 ms DeleteObjects: 1.715600 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 979700. Total: 902.549200 ms (FindLiveObjects: 36.372900 ms CreateObjectMapping: 68.949800 ms MarkObjects: 796.252500 ms DeleteObjects: 0.973300 ms) Shrine spawn rate multiplier from zone size | 0.9863777 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShrinePlacementManager:spawnShrines(Boolean) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) D3D11: Failed to create RenderTexture (3440 x 1440 fmt 9 aa 1), error 0x8007000e (Filename: Line: 207) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Send global chat is successful UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <>c__DisplayClass63_0:b__0(Result) AccelByte.Core.ResultCallback`1:Invoke(Result`1) UnityEngine.UpdatedEventHandler:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Send global chat is successful UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <>c__DisplayClass63_0:b__0(Result) AccelByte.Core.ResultCallback`1:Invoke(Result`1) UnityEngine.UpdatedEventHandler:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Send global chat is successful UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <>c__DisplayClass63_0:b__0(Result) AccelByte.Core.ResultCallback`1:Invoke(Result`1) UnityEngine.UpdatedEventHandler:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Send global chat is successful UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <>c__DisplayClass63_0:b__0(Result) AccelByte.Core.ResultCallback`1:Invoke(Result`1) UnityEngine.UpdatedEventHandler:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [ERROR] An exception occurred inside an event handler or callback. Source: Player input event callback This happens if your event handler/callback code throws an exception. This means the error in your code, not Rewired. Read the exception message and the stack trace carefully to find the source of the exception being thrown by your code. This can also happen if you forget to unsubscribe to an event in a MonoBehaviour class and that object gets destroyed. Make sure you unsubscribe to events in OnDisable or OnDestroy. Rewired will attempt to continue running. Exception: System.NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Login.UnityUI.ChangeUsernamePanel.LE.UI.IPanel.get_IsActive () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSubmit (Rewired.InputActionEventData data) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at pZoDLROoNCEbMKYDwgWOmGCbZGq.nQGvvIzlIvlFpfMNMFcuPWgBnjw (VcgtdQJxxtTDLNlQVPzcCVeMgGk , Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.NbhLzItgkNwvEZPHZAvsnKTICXh (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at cdrEpkcfqcxTrJErjbjwlbSGwwU.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.ReInput.qXwDYyKCyFfTgcusxrpGHxgdnQbT (Rewired.UpdateLoopType ) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.DoUpdate (Rewired.UpdateLoopType updateLoopType, Rewired.Config.UpdateLoopSetting updateLoopSettingBit) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.InputManager_Base.Update () [0x00000] in <00000000000000000000000000000000>:0 ------- Rewired System Info ------- Unity version: 2019.4.23f1 Rewired version: 1.1.38.4.U2019 Platform: Windows Using Unity input: False Primary input source: RawInput Use XInput: True Native mouse handling: True Enhanced device support: True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) Rewired.Logger:LogErrorNow(Object, Boolean) Rewired.Logger:LogError(Object, Boolean) pZoDLROoNCEbMKYDwgWOmGCbZGq:nQGvvIzlIvlFpfMNMFcuPWgBnjw(VcgtdQJxxtTDLNlQVPzcCVeMgGk, UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:NbhLzItgkNwvEZPHZAvsnKTICXh(UpdateLoopType) cdrEpkcfqcxTrJErjbjwlbSGwwU:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.ReInput:qXwDYyKCyFfTgcusxrpGHxgdnQbT(UpdateLoopType) Rewired.InputManager_Base:DoUpdate(UpdateLoopType, UpdateLoopSetting) Rewired.InputManager_Base:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Send global chat is successful UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <>c__DisplayClass63_0:b__0(Result) AccelByte.Core.ResultCallback`1:Invoke(Result`1) UnityEngine.UpdatedEventHandler:Invoke() AccelByte.Core.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: 56d0 -> priority: 1 Thread -> id: 2dfc -> priority: 1 Thread -> id: 1530 -> priority: 1 Thread -> id: 180c -> priority: 1 Thread -> id: 2a68 -> priority: 1 Thread -> id: 4284 -> priority: 1 Thread -> id: 3628 -> priority: 1 Thread -> id: 3110 -> priority: 1