Preloaded 'cimgui.so' Preloaded 'libProcessStart.so' Preloaded 'lib_burst_generated.so' Preloaded 'libfmodstudio.so' Preloaded 'libfmodstudioL.so' Preloaded 'libresonanceaudio.so' Preloaded 'libsteam_api.so' Preloaded 'cimgui-freetype.so' Display 0 'XWAYLAND7 24"': 1920x1080 (primary device). Desktop is 1920 x 1080 @ 60 Hz Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec) [Subsystems] Discovering subsystems at path /home/zack/.local/share/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Renderer: AMD RENOIR (DRM 3.40.0, 5.10.36-2-MANJARO, LLVM 11.1.0) Vendor: AMD Version: 4.6 (Core Profile) Mesa 21.0.3 GLES: 0 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_multisample_advanced GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_dist ance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel _buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_sparse_buffer GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB _texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_ rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_meminfo GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_textur e_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_alpha_to_coverage_dither_control GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_shader_atomic_int64 GL_NV_texture_barrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle 34000784 OnLevelWasLoaded was found on PlayerFootstepSoundEmitter This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed (Filename: Line: 369) OnLevelWasLoaded was found on FootstepSoundEmitter This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed (Filename: Line: 369) [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 LE.Caching.Serialization:GetSerializers() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Default vsync count 0 requesting resize 1920 x 1080 Using native desktop resolution 1920 x 1080 requesting fullscreen 1920 x 1080 at 0 Hz Desktop is 1920 x 1080 @ 60 Hz The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'AccelByteManager') 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 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 '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) Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found UnloadTime: 2.574989 ms 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) game version: 0.8.2f GameVersionManager:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. (Filename: Line: 606) reactivating main camera CharacterPreviewManager:DeactivatePreview() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) 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) 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 ImGuiNET.Unity.DearImGui:OnEnable() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) 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) Unloading 7 Unused Serialized files (Serialized files now loaded: 8) UnloadTime: 3.500990 ms Setting breakpad minidump AppID = 899770 Steam_SetMinidumpSteamID: Caching Steam ID: 76561197960432254 [API loaded no] Unloading 599 unused Assets to reduce memory usage. Loaded Objects now: 620568. Total: 725.575802 ms (FindLiveObjects: 27.077219 ms CreateObjectMapping: 44.263450 ms MarkObjects: 652.593437 ms DeleteObjects: 1.640954 ms) The referenced script (ShaderPainterObjectID) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'Rock') is missing! (Filename: Line: 334) A scripted object (probably ShaderPainterObjectID?) has a different serialization layout when loading. (Read 32 bytes but expected 68 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 'CharacterSelectCamera') is missing! (Filename: Line: 334) ERROR: ld.so: object '/home/zack/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. Input Mode : Mouse & Keyboard EpochInputManager:set_IsControllerActive(Boolean) d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Deactivating main camera after delay CharacterPreviewManager:ActivatePreview() CharacterPreviewManager:SetPrefab(Int32, CharacterData) CharacterTile:SelectTile() CharacterSelect:FilterCharacterTiles(Int32) CharacterSelect:PopulateCharacterTiles() CharacterSelect:Start() (Filename: ./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: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at CraftingMaterialsPanelUI.RefreshAffixList () [0x00000] in <00000000000000000000000000000000>:0 at CraftingMaterialsPanelUI.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) 'filter' is null! Did you add the 'DomainManager' to the current scene? (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Deactivating main camera d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Game Log in Success! AuthenticateLogin:OnLoginAccelByte(Result) AccelByte.Core.ResultCallback:Invoke(Result) AccelByte.Api.d__14:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) executeLoginEvent UserLoginInformation:ExecuteLoginEvent(String, String, String, String, String) AuthenticateLogin:b__85_0(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Api.d__33:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Login Status Error: HTTP/1.1 405 Method Not Allowed d__82:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 | /home/zack/.config/unity3d/Eleventh Hour Games/Last Epoch/Saves/Epoch_Local_Global_Data_Beta GlobalSavingManager:deserialiseGlobalData(String, Boolean&) GlobalDataTracker:LoadGlobalData() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) data loaded GlobalDataTracker:LoadGlobalData() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) WerebearFormTree:updateMutator(LocalTreeData, TreeData) LocalTreeData:updateMutator(Ability, TreeData) LocalTreeData:loadSkillTree(String, Byte, UInt16, List`1, List`1, Byte, Int32) CharacterData1:loadSkillTrees() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) M1A-Crafting Slot Manager Init CraftingSlotManager:Initialize() ItemContainersManager:OnCharLoaded() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'CapitalizationManager' to the current scene? (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'PunctuationManager' to the current scene? (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: EoT LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.4336205 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 10) reactivating main camera CharacterPreviewManager:DeactivatePreview() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 431 unused Assets to reduce memory usage. Loaded Objects now: 675944. Total: 892.054435 ms (FindLiveObjects: 49.903309 ms CreateObjectMapping: 44.500195 ms MarkObjects: 796.516268 ms DeleteObjects: 1.133902 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene EoT d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load EoT 1.58 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Joining the default global chat channel AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) System.Action:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'SceneLoader') 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: 11.682186 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Unloading 418 unused Assets to reduce memory usage. Loaded Objects now: 688779. Total: 906.989404 ms (FindLiveObjects: 30.531691 ms CreateObjectMapping: 45.409274 ms MarkObjects: 828.567015 ms DeleteObjects: 2.480813 ms) PreLoading Scene: MonolithHub LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001068115 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 38 unused Assets to reduce memory usage. Loaded Objects now: 691760. Total: 945.371931 ms (FindLiveObjects: 60.007910 ms CreateObjectMapping: 51.858293 ms MarkObjects: 832.754425 ms DeleteObjects: 0.750731 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene MonolithHub d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load MonolithHub 0.97 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) Unloading 44 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 21.128509 ms Unloading 773 unused Assets to reduce memory usage. Loaded Objects now: 708978. Total: 922.552543 ms (FindLiveObjects: 35.575902 ms CreateObjectMapping: 45.399084 ms MarkObjects: 837.556911 ms DeleteObjects: 4.019825 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 708978. Total: 895.463502 ms (FindLiveObjects: 34.107713 ms CreateObjectMapping: 45.473654 ms MarkObjects: 815.136133 ms DeleteObjects: 0.744799 ms) PreLoading Scene: M_Arena_5_TOE LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 390026765 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.910423 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 744962. Total: 956.423241 ms (FindLiveObjects: 56.366466 ms CreateObjectMapping: 52.659399 ms MarkObjects: 846.444655 ms DeleteObjects: 0.952150 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_5_TOE d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_5_TOE 2.90 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 20 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 31.100211 ms Unloading 761 unused Assets to reduce memory usage. Loaded Objects now: 709447. Total: 942.981167 ms (FindLiveObjects: 33.620106 ms CreateObjectMapping: 47.615470 ms MarkObjects: 859.330192 ms DeleteObjects: 2.414348 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 709447. Total: 939.127013 ms (FindLiveObjects: 33.672986 ms CreateObjectMapping: 47.432636 ms MarkObjects: 857.259209 ms DeleteObjects: 0.761331 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died DyingPlayer:onEnter() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 9.155273E-05 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 10249 unused Assets to reduce memory usage. Loaded Objects now: 764655. Total: 1027.608798 ms (FindLiveObjects: 36.486553 ms CreateObjectMapping: 54.009036 ms MarkObjects: 896.442993 ms DeleteObjects: 40.669254 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.13 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 50.233671 ms Runs are no longer set back on death MonolithRunsManager:setBackRun(MonolithRun) MonolithRunsManager:onEnteredRestZoneFromRun(MonolithRun) SceneChangedAction:Invoke(String, String) SceneLoader:OnLevelLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 913 unused Assets to reduce memory usage. Loaded Objects now: 726158. Total: 940.824644 ms (FindLiveObjects: 35.840510 ms CreateObjectMapping: 48.344980 ms MarkObjects: 850.568876 ms DeleteObjects: 6.069527 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 726158. Total: 931.076914 ms (FindLiveObjects: 34.720695 ms CreateObjectMapping: 47.970307 ms MarkObjects: 847.593704 ms DeleteObjects: 0.791298 ms) PreLoading Scene: M_F20 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 390165669 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.658066 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 14) Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 731162. Total: 954.657482 ms (FindLiveObjects: 50.936632 ms CreateObjectMapping: 48.239793 ms MarkObjects: 854.619308 ms DeleteObjects: 0.861128 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_F20 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_F20 2.67 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'TouchReactSystem') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) Unloading 30 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 9.094573 ms Unloading 3422 unused Assets to reduce memory usage. Loaded Objects now: 770075. Total: 964.426271 ms (FindLiveObjects: 37.615175 ms CreateObjectMapping: 52.781799 ms MarkObjects: 867.851908 ms DeleteObjects: 6.176849 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 770075. Total: 967.029965 ms (FindLiveObjects: 37.220944 ms CreateObjectMapping: 52.254598 ms MarkObjects: 876.777984 ms DeleteObjects: 0.775588 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Invalid Layer Index '0' (Filename: Line: 916) Invalid Layer Index '0' (Filename: Line: 916) Invalid Layer Index '0' (Filename: Line: 916) Invalid Layer Index '0' (Filename: Line: 916) Invalid Layer Index '0' (Filename: Line: 916) Invalid Layer Index '0' (Filename: Line: 916) Invalid Layer Index '0' (Filename: Line: 916) The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001220703 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 3611 unused Assets to reduce memory usage. Loaded Objects now: 789964. Total: 1022.977534 ms (FindLiveObjects: 70.796386 ms CreateObjectMapping: 54.625484 ms MarkObjects: 881.226845 ms DeleteObjects: 16.328057 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.04 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 49.897699 ms Unloading 796 unused Assets to reduce memory usage. Loaded Objects now: 730288. Total: 964.676231 ms (FindLiveObjects: 36.570291 ms CreateObjectMapping: 49.702392 ms MarkObjects: 872.388664 ms DeleteObjects: 6.013823 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 730288. Total: 949.869242 ms (FindLiveObjects: 36.654559 ms CreateObjectMapping: 49.422536 ms MarkObjects: 863.007062 ms DeleteObjects: 0.784364 ms) PreLoading Scene: M_Arena_2_F90 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 390356796 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.905579 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 14 unused Assets to reduce memory usage. Loaded Objects now: 741265. Total: 992.453777 ms (FindLiveObjects: 53.914989 ms CreateObjectMapping: 54.352852 ms MarkObjects: 883.283249 ms DeleteObjects: 0.902125 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_2_F90 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_2_F90 2.98 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 '!ftraceLightmaps') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'PostProccessingScene') 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 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 37 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 10.271384 ms Unloading 1724 unused Assets to reduce memory usage. Loaded Objects now: 743842. Total: 985.812946 ms (FindLiveObjects: 36.974160 ms CreateObjectMapping: 54.117600 ms MarkObjects: 891.034888 ms DeleteObjects: 3.684825 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 743842. Total: 955.736600 ms (FindLiveObjects: 37.955455 ms CreateObjectMapping: 54.205755 ms MarkObjects: 862.792640 ms DeleteObjects: 0.781740 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001220703 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 12) Unloading 12706 unused Assets to reduce memory usage. Loaded Objects now: 757583. Total: 1095.446173 ms (FindLiveObjects: 70.182111 ms CreateObjectMapping: 57.794791 ms MarkObjects: 911.591333 ms DeleteObjects: 55.876866 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.13 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 30.135687 ms Unloading 387 unused Assets to reduce memory usage. Loaded Objects now: 743091. Total: 968.680948 ms (FindLiveObjects: 41.018381 ms CreateObjectMapping: 55.682010 ms MarkObjects: 869.347900 ms DeleteObjects: 2.631917 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 12) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 743091. Total: 966.210585 ms (FindLiveObjects: 38.951216 ms CreateObjectMapping: 55.565481 ms MarkObjects: 870.902521 ms DeleteObjects: 0.790616 ms) PreLoading Scene: M_Arena_5_TOE LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 390584506 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.392029 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 106 unused Assets to reduce memory usage. Loaded Objects now: 742888. Total: 989.090586 ms (FindLiveObjects: 59.130411 ms CreateObjectMapping: 55.386304 ms MarkObjects: 873.410435 ms DeleteObjects: 1.162906 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_5_TOE d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_5_TOE 2.44 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 20 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 10.441344 ms Unloading 7161 unused Assets to reduce memory usage. Loaded Objects now: 734327. Total: 1006.511557 ms (FindLiveObjects: 41.384709 ms CreateObjectMapping: 56.015356 ms MarkObjects: 901.029783 ms DeleteObjects: 8.080877 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 734327. Total: 979.754660 ms (FindLiveObjects: 42.027828 ms CreateObjectMapping: 55.688402 ms MarkObjects: 881.277951 ms DeleteObjects: 0.759387 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died DyingPlayer:onEnter() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 6.103516E-05 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 12) Unloading 13486 unused Assets to reduce memory usage. Loaded Objects now: 766644. Total: 1119.942482 ms (FindLiveObjects: 85.561406 ms CreateObjectMapping: 60.062332 ms MarkObjects: 912.630676 ms DeleteObjects: 61.687246 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.15 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 44.248502 ms Runs are no longer set back on death MonolithRunsManager:setBackRun(MonolithRun) MonolithRunsManager:onEnteredRestZoneFromRun(MonolithRun) SceneChangedAction:Invoke(String, String) SceneLoader:OnLevelLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 799 unused Assets to reduce memory usage. Loaded Objects now: 736361. Total: 988.446706 ms (FindLiveObjects: 41.843452 ms CreateObjectMapping: 57.723426 ms MarkObjects: 882.662193 ms DeleteObjects: 6.217044 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 12) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 736361. Total: 991.570137 ms (FindLiveObjects: 42.470209 ms CreateObjectMapping: 57.258753 ms MarkObjects: 891.055968 ms DeleteObjects: 0.784344 ms) PreLoading Scene: M_Arena_5_TOE LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 390824946 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found Finished Load Scene References, Time Taken: 1.885681 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 36 unused Assets to reduce memory usage. Loaded Objects now: 742103. Total: 1007.983284 ms (FindLiveObjects: 57.856476 ms CreateObjectMapping: 58.090537 ms MarkObjects: 891.140978 ms DeleteObjects: 0.894692 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_5_TOE d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_5_TOE 2.96 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 20 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 9.878035 ms Unloading 2352 unused Assets to reduce memory usage. Loaded Objects now: 738384. Total: 1014.436632 ms (FindLiveObjects: 40.897534 ms CreateObjectMapping: 57.945213 ms MarkObjects: 911.063641 ms DeleteObjects: 4.529183 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 738384. Total: 984.979529 ms (FindLiveObjects: 38.753464 ms CreateObjectMapping: 57.842641 ms MarkObjects: 887.613318 ms DeleteObjects: 0.769176 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001220703 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 7815 unused Assets to reduce memory usage. Loaded Objects now: 745060. Total: 1088.475652 ms (FindLiveObjects: 68.682974 ms CreateObjectMapping: 58.467766 ms MarkObjects: 923.675353 ms DeleteObjects: 37.648557 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.14 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 26.053746 ms Unloading 260 unused Assets to reduce memory usage. Loaded Objects now: 740528. Total: 1008.437837 ms (FindLiveObjects: 42.079254 ms CreateObjectMapping: 58.628207 ms MarkObjects: 905.576428 ms DeleteObjects: 2.153157 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 740528. Total: 991.158071 ms (FindLiveObjects: 42.634007 ms CreateObjectMapping: 58.065530 ms MarkObjects: 889.645417 ms DeleteObjects: 0.811896 ms) PreLoading Scene: M_M40 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 391068658 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 2.017578 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 52 unused Assets to reduce memory usage. Loaded Objects now: 743264. Total: 1052.374623 ms (FindLiveObjects: 58.566761 ms CreateObjectMapping: 58.660758 ms MarkObjects: 934.195976 ms DeleteObjects: 0.950576 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_M40 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_M40 3.13 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 32 Unused Serialized files (Serialized files now loaded: 14) WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? UnloadTime: 9.726120 ms Unloading 1235 unused Assets to reduce memory usage. Loaded Objects now: 797918. Total: 991.156539 ms (FindLiveObjects: 44.909143 ms CreateObjectMapping: 55.574507 ms MarkObjects: 887.066380 ms DeleteObjects: 3.605977 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 797918. Total: 1021.319639 ms (FindLiveObjects: 44.405166 ms CreateObjectMapping: 55.669927 ms MarkObjects: 920.455572 ms DeleteObjects: 0.788041 ms) Shrine spawn rate multiplier from zone size | 0.7221652 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PlantMonster(Clone)(Clone)'s ability list is a different length to its ability range list AbilityRangeList:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died DyingPlayer:onEnter() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "09 Wengari Spire(Clone)/v_WengariSpire/WengariSpire/Physics/Antlers_3 (1)/Antlers_3 (1)" (Filename: Line: 0) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001220703 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() DyingPlayer:respawn() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 2379 unused Assets to reduce memory usage. Loaded Objects now: 1000037. Total: 1123.009566 ms (FindLiveObjects: 72.432170 ms CreateObjectMapping: 59.286685 ms MarkObjects: 978.779347 ms DeleteObjects: 12.510743 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.15 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 161.585106 ms Runs are no longer set back on death MonolithRunsManager:setBackRun(MonolithRun) MonolithRunsManager:onEnteredRestZoneFromRun(MonolithRun) SceneChangedAction:Invoke(String, String) SceneLoader:OnLevelLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 506 unused Assets to reduce memory usage. Loaded Objects now: 754903. Total: 1068.442441 ms (FindLiveObjects: 43.008822 ms CreateObjectMapping: 57.193250 ms MarkObjects: 963.620437 ms DeleteObjects: 4.619201 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 754903. Total: 1045.758579 ms (FindLiveObjects: 42.638516 ms CreateObjectMapping: 56.942589 ms MarkObjects: 945.438867 ms DeleteObjects: 0.737196 ms) Fracture Tier 1 ItemData:Fracture(Int32) ItemData:AddInstability(Int32, Int32, Int32) ItemData:AddAffixTier(Int32, Int32, Int32) CraftingSlotManager:Forge() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_M40 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 391402589 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.161865 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 13) Unloading 470 unused Assets to reduce memory usage. Loaded Objects now: 759869. Total: 1060.832379 ms (FindLiveObjects: 60.740627 ms CreateObjectMapping: 57.876504 ms MarkObjects: 939.506657 ms DeleteObjects: 2.707909 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_M40 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_M40 2.28 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 32 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 10.703546 ms Unloading 5829 unused Assets to reduce memory usage. Loaded Objects now: 809780. Total: 1049.515700 ms (FindLiveObjects: 45.646248 ms CreateObjectMapping: 57.885101 ms MarkObjects: 939.661989 ms DeleteObjects: 6.321661 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 809780. Total: 1060.682547 ms (FindLiveObjects: 45.251888 ms CreateObjectMapping: 57.014614 ms MarkObjects: 957.637673 ms DeleteObjects: 0.777371 ms) Shrine spawn rate multiplier from zone size | 0.7221652 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001220703 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 8069 unused Assets to reduce memory usage. Loaded Objects now: 898863. Total: 1215.465028 ms (FindLiveObjects: 67.498508 ms CreateObjectMapping: 59.369671 ms MarkObjects: 1050.416172 ms DeleteObjects: 38.179926 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.24 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 91.117698 ms Unloading 559 unused Assets to reduce memory usage. Loaded Objects now: 801211. Total: 1164.665565 ms (FindLiveObjects: 46.937876 ms CreateObjectMapping: 58.016657 ms MarkObjects: 1054.406332 ms DeleteObjects: 5.304088 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 801211. Total: 1157.403978 ms (FindLiveObjects: 47.383413 ms CreateObjectMapping: 57.370473 ms MarkObjects: 1051.851069 ms DeleteObjects: 0.797689 ms) PreLoading Scene: M_Arena_5_TOE LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 392006917 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.3842773 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 138 unused Assets to reduce memory usage. Loaded Objects now: 810978. Total: 1168.556108 ms (FindLiveObjects: 63.238742 ms CreateObjectMapping: 57.713989 ms MarkObjects: 1045.761925 ms DeleteObjects: 1.840359 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_5_TOE d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_5_TOE 1.57 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 20 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 11.022626 ms Unloading 2957 unused Assets to reduce memory usage. Loaded Objects now: 806678. Total: 1117.690219 ms (FindLiveObjects: 45.515323 ms CreateObjectMapping: 58.375311 ms MarkObjects: 1007.025964 ms DeleteObjects: 6.772759 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 806678. Total: 1155.470433 ms (FindLiveObjects: 47.357936 ms CreateObjectMapping: 57.769222 ms MarkObjects: 1049.533314 ms DeleteObjects: 0.809131 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 11572 unused Assets to reduce memory usage. Loaded Objects now: 812417. Total: 1223.397207 ms (FindLiveObjects: 80.123566 ms CreateObjectMapping: 59.550691 ms MarkObjects: 1023.551653 ms DeleteObjects: 60.170456 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.25 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 20.592101 ms Unloading 271 unused Assets to reduce memory usage. Loaded Objects now: 810180. Total: 1146.021295 ms (FindLiveObjects: 47.005633 ms CreateObjectMapping: 58.200183 ms MarkObjects: 1038.291155 ms DeleteObjects: 2.523272 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 810180. Total: 1169.137100 ms (FindLiveObjects: 47.720056 ms CreateObjectMapping: 58.235068 ms MarkObjects: 1062.369408 ms DeleteObjects: 0.811435 ms) PreLoading Scene: M_Arena_5_Star LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 392262647 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.9077148 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 144 unused Assets to reduce memory usage. Loaded Objects now: 816968. Total: 1166.823832 ms (FindLiveObjects: 63.103789 ms CreateObjectMapping: 58.231151 ms MarkObjects: 1044.255384 ms DeleteObjects: 1.232918 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_5_Star d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_5_Star 2.09 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) Unloading 34 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 10.936344 ms Unloading 10955 unused Assets to reduce memory usage. Loaded Objects now: 812108. Total: 1148.708525 ms (FindLiveObjects: 46.612274 ms CreateObjectMapping: 58.669615 ms MarkObjects: 1033.043242 ms DeleteObjects: 10.382744 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 812108. Total: 1152.415562 ms (FindLiveObjects: 44.208907 ms CreateObjectMapping: 57.827432 ms MarkObjects: 1049.595310 ms DeleteObjects: 0.782912 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unable to send 'MonolithOver_B' event (Result: 'SizeLimitReached'). (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 7915 unused Assets to reduce memory usage. Loaded Objects now: 814671. Total: 1222.061226 ms (FindLiveObjects: 70.351721 ms CreateObjectMapping: 58.326239 ms MarkObjects: 1043.401109 ms DeleteObjects: 49.981076 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.26 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 25.824254 ms Unloading 180 unused Assets to reduce memory usage. Loaded Objects now: 807046. Total: 1130.120270 ms (FindLiveObjects: 46.936143 ms CreateObjectMapping: 56.898726 ms MarkObjects: 1024.860503 ms DeleteObjects: 1.424147 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 807046. Total: 1150.805286 ms (FindLiveObjects: 46.901748 ms CreateObjectMapping: 56.391453 ms MarkObjects: 1046.695670 ms DeleteObjects: 0.815523 ms) PreLoading Scene: M_Arena_3_Magma LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 396436059 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.8876953 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 138 unused Assets to reduce memory usage. Loaded Objects now: 816336. Total: 1182.684991 ms (FindLiveObjects: 65.491827 ms CreateObjectMapping: 58.259995 ms MarkObjects: 1057.648866 ms DeleteObjects: 1.283422 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_3_Magma d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_3_Magma 2.09 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'TouchReactSystem') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 14.403380 ms Unloading 6092 unused Assets to reduce memory usage. Loaded Objects now: 817544. Total: 1169.743268 ms (FindLiveObjects: 47.546811 ms CreateObjectMapping: 58.829655 ms MarkObjects: 1054.951216 ms DeleteObjects: 8.414705 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 817544. Total: 1135.060255 ms (FindLiveObjects: 47.035159 ms CreateObjectMapping: 58.141933 ms MarkObjects: 1029.071627 ms DeleteObjects: 0.810443 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 14491 unused Assets to reduce memory usage. Loaded Objects now: 864816. Total: 1281.497571 ms (FindLiveObjects: 71.201928 ms CreateObjectMapping: 60.182679 ms MarkObjects: 1080.062400 ms DeleteObjects: 70.049863 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.32 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 88.393228 ms Unloading 1134 unused Assets to reduce memory usage. Loaded Objects now: 811501. Total: 1161.614671 ms (FindLiveObjects: 48.240253 ms CreateObjectMapping: 59.467264 ms MarkObjects: 1045.861382 ms DeleteObjects: 8.045180 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 811501. Total: 1184.133213 ms (FindLiveObjects: 48.611792 ms CreateObjectMapping: 57.989707 ms MarkObjects: 1076.705081 ms DeleteObjects: 0.825581 ms) PreLoading Scene: M_M40 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 396632628 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.722168 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 14) Unloading 61 unused Assets to reduce memory usage. Loaded Objects now: 828185. Total: 1206.479310 ms (FindLiveObjects: 67.382580 ms CreateObjectMapping: 60.199310 ms MarkObjects: 1077.820457 ms DeleteObjects: 1.076242 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_M40 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_M40 1.94 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 32 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 11.261325 ms Unloading 8169 unused Assets to reduce memory usage. Loaded Objects now: 875689. Total: 1175.099345 ms (FindLiveObjects: 49.466759 ms CreateObjectMapping: 58.454972 ms MarkObjects: 1057.876534 ms DeleteObjects: 9.300460 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 875689. Total: 1172.761070 ms (FindLiveObjects: 49.083859 ms CreateObjectMapping: 57.912562 ms MarkObjects: 1064.925943 ms DeleteObjects: 0.837934 ms) Shrine spawn rate multiplier from zone size | 0.7221652 ShrinePlacementManager:Start() (Filename: ./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) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) 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) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 14597 unused Assets to reduce memory usage. Loaded Objects now: 968837. Total: 1320.589231 ms (FindLiveObjects: 82.318692 ms CreateObjectMapping: 61.407541 ms MarkObjects: 1107.192499 ms DeleteObjects: 69.669458 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.35 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 125.565250 ms Unloading 843 unused Assets to reduce memory usage. Loaded Objects now: 821408. Total: 1211.997291 ms (FindLiveObjects: 48.773576 ms CreateObjectMapping: 67.678366 ms MarkObjects: 1088.548479 ms DeleteObjects: 6.996119 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 821408. Total: 1159.830999 ms (FindLiveObjects: 48.912126 ms CreateObjectMapping: 59.235869 ms MarkObjects: 1050.896876 ms DeleteObjects: 0.785306 ms) PreLoading Scene: M_F10 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 397207679 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) Finished Load Scene References, Time Taken: 1.127441 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 139 unused Assets to reduce memory usage. Loaded Objects now: 828512. Total: 1190.964181 ms (FindLiveObjects: 67.639733 ms CreateObjectMapping: 60.656229 ms MarkObjects: 1061.442205 ms DeleteObjects: 1.225183 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_F10 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_F10 2.34 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 54 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 12.146098 ms Unloading 19791 unused Assets to reduce memory usage. Loaded Objects now: 847138. Total: 1223.726095 ms (FindLiveObjects: 51.055845 ms CreateObjectMapping: 60.790852 ms MarkObjects: 1094.536623 ms DeleteObjects: 17.342033 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 847138. Total: 1198.980838 ms (FindLiveObjects: 50.429609 ms CreateObjectMapping: 59.208988 ms MarkObjects: 1088.028262 ms DeleteObjects: 1.312897 ms) Shrine spawn rate multiplier from zone size | 1.333676 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at HitFlash.OnDisable () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at HitFlash.OnDisable () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at HitFlash.OnDisable () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 9146 unused Assets to reduce memory usage. Loaded Objects now: 868411. Total: 1312.046275 ms (FindLiveObjects: 82.483000 ms CreateObjectMapping: 60.852167 ms MarkObjects: 1115.028457 ms DeleteObjects: 53.681510 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.34 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 109.623639 ms Unloading 702 unused Assets to reduce memory usage. Loaded Objects now: 812198. Total: 1205.576685 ms (FindLiveObjects: 49.264278 ms CreateObjectMapping: 59.720961 ms MarkObjects: 1091.646522 ms DeleteObjects: 4.943521 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 812198. Total: 1161.250026 ms (FindLiveObjects: 48.770110 ms CreateObjectMapping: 59.629779 ms MarkObjects: 1052.044032 ms DeleteObjects: 0.805244 ms) PreLoading Scene: M_Arena_5_Lake LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 397676474 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.8681641 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 107 unused Assets to reduce memory usage. Loaded Objects now: 813978. Total: 1224.189566 ms (FindLiveObjects: 66.537622 ms CreateObjectMapping: 58.778279 ms MarkObjects: 1097.626541 ms DeleteObjects: 1.246513 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_5_Lake d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_5_Lake 2.13 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'TouchReactSystem') 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 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 49 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 12.176956 ms Unloading 4056 unused Assets to reduce memory usage. Loaded Objects now: 820721. Total: 1223.123983 ms (FindLiveObjects: 49.418127 ms CreateObjectMapping: 60.151820 ms MarkObjects: 1108.007641 ms DeleteObjects: 5.545713 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 820721. Total: 1203.505812 ms (FindLiveObjects: 49.159351 ms CreateObjectMapping: 59.858790 ms MarkObjects: 1093.591027 ms DeleteObjects: 0.895573 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 7472 unused Assets to reduce memory usage. Loaded Objects now: 825040. Total: 1265.406059 ms (FindLiveObjects: 79.577700 ms CreateObjectMapping: 58.726933 ms MarkObjects: 1084.415041 ms DeleteObjects: 42.685524 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.31 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 59.024342 ms Unloading 445 unused Assets to reduce memory usage. Loaded Objects now: 810627. Total: 1198.566459 ms (FindLiveObjects: 47.210809 ms CreateObjectMapping: 58.261087 ms MarkObjects: 1088.994268 ms DeleteObjects: 4.099415 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 810627. Total: 1171.567126 ms (FindLiveObjects: 48.968482 ms CreateObjectMapping: 59.426538 ms MarkObjects: 1062.332849 ms DeleteObjects: 0.837725 ms) PreLoading Scene: M_F1S10 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 397878491 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.262207 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 80 unused Assets to reduce memory usage. Loaded Objects now: 815189. Total: 1216.045489 ms (FindLiveObjects: 67.018666 ms CreateObjectMapping: 60.993242 ms MarkObjects: 1086.931480 ms DeleteObjects: 1.101079 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_F1S10 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_F1S10 1.49 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 20 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 11.926605 ms Unloading 2108 unused Assets to reduce memory usage. Loaded Objects now: 830353. Total: 1222.154160 ms (FindLiveObjects: 50.272453 ms CreateObjectMapping: 59.767328 ms MarkObjects: 1107.895681 ms DeleteObjects: 4.217917 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 830353. Total: 1172.353093 ms (FindLiveObjects: 49.188927 ms CreateObjectMapping: 60.051933 ms MarkObjects: 1062.275932 ms DeleteObjects: 0.835300 ms) Shrine spawn rate multiplier from zone size | 0.8341366 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 4093 unused Assets to reduce memory usage. Loaded Objects now: 871902. Total: 1264.277348 ms (FindLiveObjects: 77.724807 ms CreateObjectMapping: 60.099573 ms MarkObjects: 1105.196237 ms DeleteObjects: 21.256049 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.28 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 49.482919 ms Unloading 759 unused Assets to reduce memory usage. Loaded Objects now: 814953. Total: 1207.752705 ms (FindLiveObjects: 49.066266 ms CreateObjectMapping: 59.590345 ms MarkObjects: 1093.122696 ms DeleteObjects: 5.972374 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 814953. Total: 1162.639327 ms (FindLiveObjects: 48.490965 ms CreateObjectMapping: 59.547194 ms MarkObjects: 1053.769926 ms DeleteObjects: 0.830280 ms) PreLoading Scene: M_M40 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 398305944 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.4042969 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 97 unused Assets to reduce memory usage. Loaded Objects now: 823302. Total: 1236.049566 ms (FindLiveObjects: 67.667235 ms CreateObjectMapping: 61.109451 ms MarkObjects: 1105.974450 ms DeleteObjects: 1.297729 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_M40 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_M40 1.66 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 32 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 11.874336 ms Unloading 5898 unused Assets to reduce memory usage. Loaded Objects now: 872781. Total: 1217.195661 ms (FindLiveObjects: 51.116600 ms CreateObjectMapping: 59.074927 ms MarkObjects: 1099.702753 ms DeleteObjects: 7.300310 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 872781. Total: 1208.661822 ms (FindLiveObjects: 48.223462 ms CreateObjectMapping: 58.754605 ms MarkObjects: 1100.842004 ms DeleteObjects: 0.840620 ms) Shrine spawn rate multiplier from zone size | 0.7221652 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 10484 unused Assets to reduce memory usage. Loaded Objects now: 942131. Total: 1335.981309 ms (FindLiveObjects: 76.783137 ms CreateObjectMapping: 60.933459 ms MarkObjects: 1144.935655 ms DeleteObjects: 53.328035 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.36 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 117.397680 ms Unloading 517 unused Assets to reduce memory usage. Loaded Objects now: 820322. Total: 1209.191268 ms (FindLiveObjects: 49.576966 ms CreateObjectMapping: 59.939902 ms MarkObjects: 1094.418391 ms DeleteObjects: 5.254786 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 820322. Total: 1245.207026 ms (FindLiveObjects: 50.013206 ms CreateObjectMapping: 61.371222 ms MarkObjects: 1133.001134 ms DeleteObjects: 0.820482 ms) PreLoading Scene: M_Arena_4_Lagon LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 398716474 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.3056641 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 120 unused Assets to reduce memory usage. Loaded Objects now: 820711. Total: 1252.832628 ms (FindLiveObjects: 68.497635 ms CreateObjectMapping: 63.827710 ms MarkObjects: 1119.206358 ms DeleteObjects: 1.300203 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_4_Lagon d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_4_Lagon 1.57 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 29 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 12.997859 ms Unloading 6293 unused Assets to reduce memory usage. Loaded Objects now: 821065. Total: 1234.207193 ms (FindLiveObjects: 49.520450 ms CreateObjectMapping: 60.510926 ms MarkObjects: 1117.696029 ms DeleteObjects: 6.478626 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 821065. Total: 1216.011726 ms (FindLiveObjects: 48.957061 ms CreateObjectMapping: 59.792155 ms MarkObjects: 1106.446948 ms DeleteObjects: 0.814511 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 8813 unused Assets to reduce memory usage. Loaded Objects now: 826024. Total: 1325.458162 ms (FindLiveObjects: 90.532158 ms CreateObjectMapping: 59.253753 ms MarkObjects: 1124.584606 ms DeleteObjects: 51.086964 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.36 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 27.493852 ms Unloading 443 unused Assets to reduce memory usage. Loaded Objects now: 816275. Total: 1219.261874 ms (FindLiveObjects: 48.812419 ms CreateObjectMapping: 58.666218 ms MarkObjects: 1107.378639 ms DeleteObjects: 4.403716 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 816275. Total: 1212.954550 ms (FindLiveObjects: 49.820133 ms CreateObjectMapping: 58.657552 ms MarkObjects: 1103.596681 ms DeleteObjects: 0.879233 ms) PreLoading Scene: R5Q10 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 398966946 LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.8759766 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 14) Unloading 77 unused Assets to reduce memory usage. Loaded Objects now: 838980. Total: 1243.196488 ms (FindLiveObjects: 69.420029 ms CreateObjectMapping: 60.680154 ms MarkObjects: 1111.938749 ms DeleteObjects: 1.157014 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene R5Q10 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load R5Q10 2.14 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 46 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 11.695610 ms Unloading 3428 unused Assets to reduce memory usage. Loaded Objects now: 936046. Total: 1222.254279 ms (FindLiveObjects: 54.117880 ms CreateObjectMapping: 60.333843 ms MarkObjects: 1101.122441 ms DeleteObjects: 6.679394 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 936046. Total: 1241.973249 ms (FindLiveObjects: 54.044082 ms CreateObjectMapping: 60.269572 ms MarkObjects: 1126.783238 ms DeleteObjects: 0.875515 ms) Monolith RNG Manager Current State Objective Type is None, defaulting to None MonolithZoneManager:initialise(MonolithRun, StatefulQuestList) InitialisesUsingMonolithDataOnStart:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 22037 unused Assets to reduce memory usage. Loaded Objects now: 1056775. Total: 1430.507764 ms (FindLiveObjects: 86.601901 ms CreateObjectMapping: 66.668689 ms MarkObjects: 1173.262883 ms DeleteObjects: 103.972959 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.47 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 183.479545 ms Unloading 867 unused Assets to reduce memory usage. Loaded Objects now: 837251. Total: 1251.789849 ms (FindLiveObjects: 50.004098 ms CreateObjectMapping: 61.090986 ms MarkObjects: 1133.604539 ms DeleteObjects: 7.089464 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 837251. Total: 1256.754860 ms (FindLiveObjects: 50.209404 ms CreateObjectMapping: 61.499093 ms MarkObjects: 1144.196796 ms DeleteObjects: 0.848695 ms) PreLoading Scene: R5Q20 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 399413240 LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.4091797 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseQuestEcho(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 14) Unloading 46 unused Assets to reduce memory usage. Loaded Objects now: 839310. Total: 1211.887134 ms (FindLiveObjects: 66.226337 ms CreateObjectMapping: 60.504604 ms MarkObjects: 1084.086453 ms DeleteObjects: 1.068959 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene R5Q20 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load R5Q20 1.64 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 30 Unused Serialized files (Serialized files now loaded: 14) UnloadTime: 11.833510 ms Unloading 18927 unused Assets to reduce memory usage. Loaded Objects now: 829625. Total: 1246.964901 ms (FindLiveObjects: 50.630486 ms CreateObjectMapping: 62.374688 ms MarkObjects: 1118.383552 ms DeleteObjects: 15.575332 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 14) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 829625. Total: 1215.774110 ms (FindLiveObjects: 48.912046 ms CreateObjectMapping: 58.641732 ms MarkObjects: 1107.378910 ms DeleteObjects: 0.840229 ms) Monolith RNG Manager Current State Objective Type is None, defaulting to None MonolithZoneManager:initialise(MonolithRun, StatefulQuestList) InitialisesUsingMonolithDataOnStart:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at MaterialPropertyAnimator.Start () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) WerebearFormTree:updateMutator(LocalTreeData, TreeData) LocalTreeData:updateMutator(Ability, TreeData) LocalTreeData:tryToSpendSkillPoint(Ability, Byte) LocalTreeData:receiveSpendSkillPointCommand(Ability, Byte) TreeUIManager:spendSkillPointCommand(Byte, Ability) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 13) Unloading 4713 unused Assets to reduce memory usage. Loaded Objects now: 840349. Total: 1273.958612 ms (FindLiveObjects: 83.097646 ms CreateObjectMapping: 59.462966 ms MarkObjects: 1106.927190 ms DeleteObjects: 24.470069 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.30 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 13) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at MaterialPropertyAnimator.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) UnloadTime: 39.242894 ms Unloading 807 unused Assets to reduce memory usage. Loaded Objects now: 829984. Total: 1225.601921 ms (FindLiveObjects: 49.898771 ms CreateObjectMapping: 58.629209 ms MarkObjects: 1112.317572 ms DeleteObjects: 4.755708 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 13) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 829984. Total: 1236.658460 ms (FindLiveObjects: 49.691671 ms CreateObjectMapping: 61.008471 ms MarkObjects: 1125.134049 ms DeleteObjects: 0.823107 ms) PreLoading Scene: M_Z30 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 399902201 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.8828125 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 15) Unloading 59 unused Assets to reduce memory usage. Loaded Objects now: 838031. Total: 1250.352417 ms (FindLiveObjects: 66.074732 ms CreateObjectMapping: 59.456654 ms MarkObjects: 1123.728097 ms DeleteObjects: 1.092343 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Z30 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Z30 2.15 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 9 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 11.348639 ms Unloading 2572 unused Assets to reduce memory usage. Loaded Objects now: 860444. Total: 1244.797887 ms (FindLiveObjects: 51.284796 ms CreateObjectMapping: 59.331338 ms MarkObjects: 1129.307032 ms DeleteObjects: 4.873960 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 860444. Total: 1210.688832 ms (FindLiveObjects: 49.995152 ms CreateObjectMapping: 59.027648 ms MarkObjects: 1100.822036 ms DeleteObjects: 0.842594 ms) Shrine spawn rate multiplier from zone size | 0.8303199 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Beacon VoidSpectre(Clone)(Clone)'s ability list is a different length to its ability range list AbilityRangeList:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 7664 unused Assets to reduce memory usage. Loaded Objects now: 911028. Total: 1362.805053 ms (FindLiveObjects: 76.958788 ms CreateObjectMapping: 61.692606 ms MarkObjects: 1179.934202 ms DeleteObjects: 44.218455 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.39 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 107.843683 ms Unloading 867 unused Assets to reduce memory usage. Loaded Objects now: 843914. Total: 1260.521108 ms (FindLiveObjects: 50.812989 ms CreateObjectMapping: 59.884959 ms MarkObjects: 1142.099524 ms DeleteObjects: 7.722864 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 843914. Total: 1239.473090 ms (FindLiveObjects: 52.679648 ms CreateObjectMapping: 60.948948 ms MarkObjects: 1125.008213 ms DeleteObjects: 0.835139 ms) PreLoading Scene: M_A50 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 400475918 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.6240234 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 16) Unloading 75 unused Assets to reduce memory usage. Loaded Objects now: 848888. Total: 1310.325001 ms (FindLiveObjects: 68.674067 ms CreateObjectMapping: 61.151079 ms MarkObjects: 1179.363469 ms DeleteObjects: 1.135615 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_A50 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_A50 1.95 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) Unloading 19 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 12.133835 ms Unloading 11412 unused Assets to reduce memory usage. Loaded Objects now: 929919. Total: 1285.769140 ms (FindLiveObjects: 56.658175 ms CreateObjectMapping: 61.403202 ms MarkObjects: 1155.722026 ms DeleteObjects: 11.984734 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 16) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 929919. Total: 1260.021539 ms (FindLiveObjects: 52.021961 ms CreateObjectMapping: 61.015484 ms MarkObjects: 1146.115542 ms DeleteObjects: 0.867521 ms) Shrine spawn rate multiplier from zone size | 0.7257786 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WalkToInteractable:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 6621 unused Assets to reduce memory usage. Loaded Objects now: 991447. Total: 1345.006201 ms (FindLiveObjects: 78.305529 ms CreateObjectMapping: 62.309666 ms MarkObjects: 1169.689557 ms DeleteObjects: 34.700857 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.37 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 160.395631 ms Unloading 562 unused Assets to reduce memory usage. Loaded Objects now: 838637. Total: 1273.390264 ms (FindLiveObjects: 51.129985 ms CreateObjectMapping: 61.051131 ms MarkObjects: 1157.554440 ms DeleteObjects: 3.653867 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 838637. Total: 1278.098192 ms (FindLiveObjects: 50.889703 ms CreateObjectMapping: 61.573182 ms MarkObjects: 1164.803294 ms DeleteObjects: 0.831032 ms) PreLoading Scene: M_F70 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 401316272 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.2851563 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 55 unused Assets to reduce memory usage. Loaded Objects now: 842763. Total: 1266.930875 ms (FindLiveObjects: 67.363425 ms CreateObjectMapping: 59.401430 ms MarkObjects: 1139.037650 ms DeleteObjects: 1.127549 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_F70 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_F70 1.57 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 'TouchReactSystem') 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 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 34 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 12.503900 ms Unloading 5580 unused Assets to reduce memory usage. Loaded Objects now: 878474. Total: 1258.132739 ms (FindLiveObjects: 51.944846 ms CreateObjectMapping: 59.421347 ms MarkObjects: 1139.591821 ms DeleteObjects: 7.173532 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 878474. Total: 1223.998827 ms (FindLiveObjects: 51.345320 ms CreateObjectMapping: 59.033068 ms MarkObjects: 1112.738482 ms DeleteObjects: 0.880615 ms) Shrine spawn rate multiplier from zone size | 0.8035 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 7069 unused Assets to reduce memory usage. Loaded Objects now: 901725. Total: 1336.933178 ms (FindLiveObjects: 68.296588 ms CreateObjectMapping: 63.007097 ms MarkObjects: 1167.787302 ms DeleteObjects: 37.841610 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.36 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 90.615364 ms Unloading 560 unused Assets to reduce memory usage. Loaded Objects now: 840078. Total: 1284.998311 ms (FindLiveObjects: 52.783071 ms CreateObjectMapping: 60.159555 ms MarkObjects: 1164.365100 ms DeleteObjects: 7.689933 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 840078. Total: 1279.219129 ms (FindLiveObjects: 51.200537 ms CreateObjectMapping: 60.066049 ms MarkObjects: 1167.106252 ms DeleteObjects: 0.845539 ms) PreLoading Scene: M_Arena_4_Lagon LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 401928861 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.3066406 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 167 unused Assets to reduce memory usage. Loaded Objects now: 841700. Total: 1309.083196 ms (FindLiveObjects: 71.508054 ms CreateObjectMapping: 61.196624 ms MarkObjects: 1174.931950 ms DeleteObjects: 1.445967 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_4_Lagon d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_4_Lagon 1.63 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 29 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 12.228112 ms Unloading 2918 unused Assets to reduce memory usage. Loaded Objects now: 846105. Total: 1251.302212 ms (FindLiveObjects: 52.407866 ms CreateObjectMapping: 64.081475 ms MarkObjects: 1130.245736 ms DeleteObjects: 4.566251 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 846105. Total: 1233.408051 ms (FindLiveObjects: 51.122471 ms CreateObjectMapping: 59.575758 ms MarkObjects: 1121.877168 ms DeleteObjects: 0.831844 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 4720 unused Assets to reduce memory usage. Loaded Objects now: 852421. Total: 1363.386936 ms (FindLiveObjects: 93.774922 ms CreateObjectMapping: 64.448416 ms MarkObjects: 1178.565108 ms DeleteObjects: 26.597638 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.40 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 30.694729 ms Unloading 630 unused Assets to reduce memory usage. Loaded Objects now: 842253. Total: 1251.636340 ms (FindLiveObjects: 52.147898 ms CreateObjectMapping: 60.089904 ms MarkObjects: 1133.952893 ms DeleteObjects: 5.445054 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 842253. Total: 1280.597400 ms (FindLiveObjects: 51.437733 ms CreateObjectMapping: 60.112727 ms MarkObjects: 1168.199176 ms DeleteObjects: 0.846851 ms) PreLoading Scene: M_Arena_2_F90 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 402209189 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.3818359 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 16) Unloading 93 unused Assets to reduce memory usage. Loaded Objects now: 853927. Total: 1296.453951 ms (FindLiveObjects: 70.048701 ms CreateObjectMapping: 61.629769 ms MarkObjects: 1163.537625 ms DeleteObjects: 1.237305 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Arena_2_F90 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Arena_2_F90 1.69 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./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 '!ftraceLightmaps') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'PostProccessingScene') 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 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 37 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 13.086685 ms Unloading 3306 unused Assets to reduce memory usage. Loaded Objects now: 855029. Total: 1298.315851 ms (FindLiveObjects: 52.645463 ms CreateObjectMapping: 62.243742 ms MarkObjects: 1178.704661 ms DeleteObjects: 4.720862 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 16) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 855029. Total: 1267.598690 ms (FindLiveObjects: 52.382208 ms CreateObjectMapping: 62.472903 ms MarkObjects: 1151.906756 ms DeleteObjects: 0.835380 ms) Shrine spawn rate multiplier from zone size | 0.5 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 6144 unused Assets to reduce memory usage. Loaded Objects now: 870491. Total: 1389.808213 ms (FindLiveObjects: 90.726213 ms CreateObjectMapping: 64.909312 ms MarkObjects: 1196.053416 ms DeleteObjects: 38.118250 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.42 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 37.996802 ms Unloading 626 unused Assets to reduce memory usage. Loaded Objects now: 852547. Total: 1274.187974 ms (FindLiveObjects: 53.490551 ms CreateObjectMapping: 64.836335 ms MarkObjects: 1150.647479 ms DeleteObjects: 5.212687 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 15) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 852547. Total: 1296.828876 ms (FindLiveObjects: 52.082154 ms CreateObjectMapping: 62.043135 ms MarkObjects: 1181.757488 ms DeleteObjects: 0.945036 ms) PreLoading Scene: M_M40 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 402517501 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) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.4482422 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() MonolithRunsManager:chooseEchoIsland(TimelineID, Int32, Int32) UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 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() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 16) Unloading 130 unused Assets to reduce memory usage. Loaded Objects now: 852524. Total: 1284.315978 ms (FindLiveObjects: 69.812327 ms CreateObjectMapping: 61.678069 ms MarkObjects: 1151.510952 ms DeleteObjects: 1.313909 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_M40 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_M40 1.75 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 32 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 12.563702 ms Unloading 12978 unused Assets to reduce memory usage. Loaded Objects now: 895162. Total: 1284.105362 ms (FindLiveObjects: 53.595398 ms CreateObjectMapping: 61.026574 ms MarkObjects: 1157.204403 ms DeleteObjects: 12.278175 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 16) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 895162. Total: 1286.891078 ms (FindLiveObjects: 49.501013 ms CreateObjectMapping: 58.749154 ms MarkObjects: 1177.797145 ms DeleteObjects: 0.842904 ms) Shrine spawn rate multiplier from zone size | 0.7221652 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: M_Rest LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 16) Unloading 8722 unused Assets to reduce memory usage. Loaded Objects now: 917007. Total: 1393.978701 ms (FindLiveObjects: 72.243426 ms CreateObjectMapping: 61.947405 ms MarkObjects: 1212.119331 ms DeleteObjects: 47.667698 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene M_Rest d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load M_Rest 1.42 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 29 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 134.797261 ms Unloading 583 unused Assets to reduce memory usage. Loaded Objects now: 842096. Total: 1283.042115 ms (FindLiveObjects: 51.896225 ms CreateObjectMapping: 59.791693 ms MarkObjects: 1165.498981 ms DeleteObjects: 5.854173 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 16) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 842096. Total: 1288.540929 ms (FindLiveObjects: 50.644753 ms CreateObjectMapping: 59.155067 ms MarkObjects: 1177.912763 ms DeleteObjects: 0.827134 ms)