Initialize engine version: 2019.4.40f1 (ffc62b691db5) [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon(TM) Graphics (ID=0x1638) Vendor: VRAM: 7870 MB Driver: 31.0.12019.5007 D3D11 device created for Microsoft Media Foundation video decoding. The referenced script (WFX_LightCurves) on this Behaviour is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 199] (Filename: Line: 199) The referenced script (WFX_LightCurves) on this Behaviour is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 199] (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'Point light') is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'Point light') is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 334] (Filename: Line: 334) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.Create (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask.WaitUntil (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider+d__110.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.InitializeNetworkManagers () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Services.d__110:MoveNext() LE.Services.ServiceProvider:InitializeNetworkManagers() LE.Services.ServiceProvider:ResetInstances() LE.Services.ServiceProvider:.cctor() LE.SceneState.Networking.SceneGraphNetworkSyncManager:EditorReset() (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.Create (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask.WaitUntil (System.Func`1[TResult] predicate, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider+d__104.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider+d__103.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+ExceptionResultSource`1[T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider+d__103.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions.Forget (Cysharp.Threading.Tasks.UniTask task) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider.ResetInstances () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.ServiceProvider..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Networking.SceneGraphNetworkSyncManager.EditorReset () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.UniTaskExtensions:Forget(UniTask) LE.Services.ServiceProvider:ResetInstances() LE.Services.ServiceProvider:.cctor() LE.SceneState.Networking.SceneGraphNetworkSyncManager:EditorReset() (Filename: currently not available on il2cpp Line: -1) [Instantiation] Loaded Serializers: PlayOneShotSound - Generated.PlayOneShotSoundSerializerGenerated SelfDestroyer - Generated.SelfDestroyerSerializerGenerated DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated RotatesToAngle - Generated.RotatesToAngleSerializerGenerated DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated StartsAtTarget - Generated.StartsAtTargetSerializerGenerated RFX1_LightCurves - Generated.RFX1_LightCurvesSerializerGenerated StartForwardsFromCreator - Generated.StartForwardsFromCreatorSerializerGenerated VelocityForDuration - Generated.VelocityForDurationSerializerGenerated RFX4_Turbulence - Generated.RFX4_TurbulenceSerializerGenerated ConstantRotation - Generated.ConstantRotationSerializerGenerated SceneObjectIndicator - Generated.SceneObjectIndicatorSerializerGenerated SubObjectsStretchToLocationCreatedFrom - Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated ActivateChildAfterRandomDuration - Generated.ActivateChildAfterRandomDurationSerializerGenerated TextureTilingOnScale - Generated.TextureTilingOnScaleSerializerGenerated RFX4_ShaderFloatCurve - Generated.RFX4_ShaderFloatCurveSerializerGenerated ActivateObjectsAfterDuration - Generated.ActivateObjectsAfterDurationSerializerGenerated RepeatedlyLookAtTransform - Generated.RepeatedlyLookAtTransformSerializerGenerated FT_LineHitPoint - Generated.FT_LineHitPointSerializerGenerated FT_LineRender - Generated.FT_LineRenderSerializerGenerated StartsTowardsTarget - Generated.StartsTowardsTargetSerializerGenerated MagicalFX.FX_Rotation - Generated.FX_RotationSerializerGenerated CreateOnDeath - Generated.CreateOnDeathSerializerGenerated StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Caching.Serialization:GetSerializers() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Initializing input. Input initialized. Initialized touch support. The referenced script (RuntimeDevMode) on this Behaviour is missing! (Filename: Line: 199) The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2373) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) UnloadTime: 14.051300 ms game version: 0.9f UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. GraphicsBackend.Options.GraphicsConfiguration:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() [ line 606] (Filename: Line: 606) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() [ line 606] (Filename: Line: 606) IMGUI OnEnable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Command line options: IsDiagnosticLoggingEnabled = False ConnectDirectlyToGameServer = False GameServerIP = GameServerPort = PlayFabTitleId = Profile = UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Core.CommandLine:GetCommandLineOptions(IEnumerable`1) System.Func`1:Invoke() System.Lazy`1:CreateValue() System.Lazy`1:LazyInitValue() System.Lazy`1:get_Value() LE.Services.ServiceProviderInitializer:UpdateClientSettingsFromCommandLineOptions() LE.Services.ServiceProviderInitializer:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 7 Unused Serialized files (Serialized files now loaded: 3) UnloadTime: 6.482600 ms Unloading 572 unused Assets to reduce memory usage. Loaded Objects now: 563737. Total: 740.487500 ms (FindLiveObjects: 24.210600 ms CreateObjectMapping: 37.095600 ms MarkObjects: 676.523100 ms DeleteObjects: 2.656500 ms) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController EnterState None -> CheckForSteam UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController ShowPanel AttemptingSteamLogin UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogFormat(Object, String, Object[]) LE.UI.Login.UnityUI.LoginPanelBase:OnEnable() LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController EnterState CheckForSteam -> LoginPlayer UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__1:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController ShowPanel LoginPlayer UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogFormat(Object, String, Object[]) LE.UI.Login.UnityUI.LoginPanelBase:OnEnable() LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__1:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'DomainManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.DomainManager:logFilterIsNull() Crosstales.BWF.BWFManager:get_isReady() Crosstales.BWF.BWFManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController EnterState LoginPlayer -> LandingZone UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__3:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) zEspJVZrnAxehExTCBdxzFBmHFed:aNuEzxHUlqYPcbbFTuLKhRhhUsf() LE.Services.d__26:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) zEspJVZrnAxehExTCBdxzFBmHFed:aNuEzxHUlqYPcbbFTuLKhRhhUsf() LE.Services.d__27:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) LE.Wrapper.PlayFab.<>c__DisplayClass0_0:b__1(LoginResult) System.Action`1:Invoke(T) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() AfterBlockAction:Invoke() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoginController ShowPanel LandingZone UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogFormat(Object, String, Object[]) LE.UI.Login.UnityUI.LoginPanelBase:OnEnable() LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__3:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) zEspJVZrnAxehExTCBdxzFBmHFed:aNuEzxHUlqYPcbbFTuLKhRhhUsf() LE.Services.d__26:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) zEspJVZrnAxehExTCBdxzFBmHFed:aNuEzxHUlqYPcbbFTuLKhRhhUsf() LE.Services.d__27:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) LE.Wrapper.PlayFab.<>c__DisplayClass0_0:b__1(LoginResult) System.Action`1:Invoke(T) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() AfterBlockAction:Invoke() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) 2023-03-26T06:30:19.0974506+00:00 LoginController EnterState LandingZone -> CharacterSelect LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.UnityUI.d__16:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) LE.UI.Login.d__20:MoveNext() AfterBlockAction:Invoke() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) All cloth particles are fixed so the Cloth component is not initialized d__34:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.Visuals.Items.d__4:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 376] (Filename: Line: 376) All cloth particles are fixed so the Cloth component is not initialized CharacterCreationSelection:SetPosition(PositionState, Boolean) d__10:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__34:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.Visuals.Items.d__4:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 376] (Filename: Line: 376) All cloth particles are fixed so the Cloth component is not initialized d__34:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.Visuals.Items.d__4:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 376] (Filename: Line: 376) All cloth particles are fixed so the Cloth component is not initialized CharacterCreationSelection:SetPosition(PositionState, Boolean) d__10:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__34:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.Visuals.Items.d__4:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 376] (Filename: Line: 376) 2023-03-26T06:30:24.6597983+00:00 [Addressables] Object with name: MainPlayer wasn't preloaded In Zone CharacterSelectScene. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__12:MoveNext() LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__15:MoveNext() LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__31:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__12:MoveNext() LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__15:MoveNext() LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__31:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() [ line 648] (Filename: Line: 648) 2023-03-26T06:30:25.0114811+00:00 Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NonInteractableItemContainerUI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:30:25.6518096+00:00 PreLoading Scene: EoT LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__12:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__14:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__13:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__8:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:30:25.6518096+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__12:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__14:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__13:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__8:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:30:26.6851104+00:00 Finished Load Scene References, Time Taken: 1,033024 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__12:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__14:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__13:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__8:MoveNext() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__50`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() AfterBlockAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() AbilitySyncCreatedAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 13) Unloading 107425 unused Assets to reduce memory usage. Loaded Objects now: 636462. Total: 964.172400 ms (FindLiveObjects: 43.261100 ms CreateObjectMapping: 54.819700 ms MarkObjects: 823.517300 ms DeleteObjects: 42.573500 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 13) UnloadTime: 7.973700 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) 2023-03-26T06:30:30.1313324+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:30:30.1660539+00:00 Time to Single load 'EoT' 4,58 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 986 unused Assets to reduce memory usage. Loaded Objects now: 659250. Total: 990.573000 ms (FindLiveObjects: 51.288200 ms CreateObjectMapping: 42.718800 ms MarkObjects: 892.490000 ms DeleteObjects: 4.075300 ms) 2023-03-26T06:34:00.0830833+00:00 PreLoading Scene: H120 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:34:00.0862320+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:34:02.5254501+00:00 Finished Load Scene References, Time Taken: 2,438995 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3 Unused Serialized files (Serialized files now loaded: 16) Unloading 78 unused Assets to reduce memory usage. Loaded Objects now: 674165. Total: 933.977400 ms (FindLiveObjects: 67.322500 ms CreateObjectMapping: 34.859500 ms MarkObjects: 829.879500 ms DeleteObjects: 1.915000 ms) Unloading 40 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 19.360400 ms 2023-03-26T06:34:05.3648282+00:00 GameObject wasn't set on SceneState SetGOActive Action! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.SceneState.Actions.Objects.SetGOActive:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:34:05.3923855+00:00 Time to Single load 'H120' 5,42 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1120 unused Assets to reduce memory usage. Loaded Objects now: 794909. Total: 1041.986300 ms (FindLiveObjects: 67.554600 ms CreateObjectMapping: 93.133800 ms MarkObjects: 877.070300 ms DeleteObjects: 4.225800 ms) 2023-03-26T06:34:24.9295629+00:00 [Addressables] Object with name: Ice Beetle wasn't preloaded In Zone H120. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) SummonEntityOnDeath:Summon() AfterBlockAction:Invoke() SelfDestroyer:die() DestroyAfterDuration:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:39:13.1174910+00:00 PreLoading Scene: H130 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:39:13.1205134+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:39:13.5905337+00:00 Finished Load Scene References, Time Taken: 0,4697876 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 106 unused Assets to reduce memory usage. Loaded Objects now: 802108. Total: 977.201900 ms (FindLiveObjects: 71.448200 ms CreateObjectMapping: 38.341600 ms MarkObjects: 866.005900 ms DeleteObjects: 1.405600 ms) Unloading 43 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 69.474100 ms 2023-03-26T06:39:16.3718186+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:39:16.3758187+00:00 Time to Single load 'H130' 3,37 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3677 unused Assets to reduce memory usage. Loaded Objects now: 731872. Total: 976.473900 ms (FindLiveObjects: 79.851600 ms CreateObjectMapping: 41.674300 ms MarkObjects: 852.111400 ms DeleteObjects: 2.836000 ms) 2023-03-26T06:40:55.8049386+00:00 Dread Worm Emerging Spawner (3) (UnityEngine.GameObject) triggered: Void blocker should disable now LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) MultipleSpawnersDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:45:08.5430370+00:00 PreLoading Scene: H140 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:45:08.5435407+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:45:09.1736721+00:00 Finished Load Scene References, Time Taken: 0,630188 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 15) Unloading 67 unused Assets to reduce memory usage. Loaded Objects now: 742238. Total: 1019.479700 ms (FindLiveObjects: 69.844200 ms CreateObjectMapping: 37.987900 ms MarkObjects: 909.738900 ms DeleteObjects: 1.908100 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 15) UnloadTime: 40.153300 ms 2023-03-26T06:45:11.2290170+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:45:11.2330205+00:00 Time to Single load 'H140' 2,80 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 393 unused Assets to reduce memory usage. Loaded Objects now: 718564. Total: 1024.241800 ms (FindLiveObjects: 64.728900 ms CreateObjectMapping: 58.015400 ms MarkObjects: 899.862600 ms DeleteObjects: 1.634000 ms) 2023-03-26T06:47:36.0728556+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:48:19.7936136+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at AbilitySync.ReceiveCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, ActorSync actorSync, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.SendCreateVisuals (System.Boolean isAdditionalProjectile, System.Boolean keepPositionSynced, System.Boolean keepRotationSynced, System.Boolean keepScaleSynced, Actor actor, UnityEngine.Vector3 locationCreatedFrom, Ability ability, System.Byte visualsID, AbilitySync+PositionSyncType positionSyncType, UnityEngine.Vector3 velocity, System.Boolean hasLocationData, System.Nullable`1[T] startLocation, System.Nullable`1[T] targetLocationOffset, System.Nullable`1[T] targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at AbilitySync.InitAbilitySync () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Coroutine couldn't be started because the the game object 'QuestTrackerMainQuest(Clone)' is inactive! QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 743] (Filename: Line: 743) 2023-03-26T06:50:12.3567323+00:00 PreLoading Scene: EoT LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:50:12.3567323+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:50:12.5340945+00:00 Finished Load Scene References, Time Taken: 0,1779785 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) d__18:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 16) Unloading 1457 unused Assets to reduce memory usage. Loaded Objects now: 718269. Total: 1017.130100 ms (FindLiveObjects: 73.395100 ms CreateObjectMapping: 40.045500 ms MarkObjects: 900.178200 ms DeleteObjects: 3.510700 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 27.745000 ms 2023-03-26T06:50:14.9608603+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T06:50:14.9908957+00:00 Time to Single load 'EoT' 2,73 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 779 unused Assets to reduce memory usage. Loaded Objects now: 697864. Total: 1047.091500 ms (FindLiveObjects: 64.296400 ms CreateObjectMapping: 82.957200 ms MarkObjects: 897.203700 ms DeleteObjects: 2.633500 ms) 2023-03-26T07:00:13.8553879+00:00 PreLoading Scene: H80 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:00:13.8553879+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:00:14.7320949+00:00 Finished Load Scene References, Time Taken: 0,8762207 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3 Unused Serialized files (Serialized files now loaded: 16) Unloading 428 unused Assets to reduce memory usage. Loaded Objects now: 745698. Total: 1077.114100 ms (FindLiveObjects: 87.739900 ms CreateObjectMapping: 42.416500 ms MarkObjects: 945.127500 ms DeleteObjects: 1.829600 ms) Unloading 63 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 17.491900 ms 2023-03-26T07:00:18.8602388+00:00 Time to Single load 'H80' 5,14 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1873 unused Assets to reduce memory usage. Loaded Objects now: 761242. Total: 1129.896200 ms (FindLiveObjects: 53.808300 ms CreateObjectMapping: 56.628100 ms MarkObjects: 1016.134200 ms DeleteObjects: 3.325200 ms) Coroutine couldn't be started because the the game object 'QuestTrackerQuest(Clone)' is inactive! QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) CompleteObjectivesInOrderInteraction:completeObjective(StatefulQuestListHolderProvider, Objective) CompleteObjectivesInOrderInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) EventListenerRelay:triggerDialogueListeners(String) UnityEngine.Events.UnityAction`1:Invoke(T0) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() [ line 743] (Filename: Line: 743) 2023-03-26T07:02:17.9478177+00:00 PreLoading Scene: B40TR LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:02:17.9483211+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:02:18.6692535+00:00 Finished Load Scene References, Time Taken: 0,7207031 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 19) Unloading 4123 unused Assets to reduce memory usage. Loaded Objects now: 764670. Total: 1095.233100 ms (FindLiveObjects: 79.099300 ms CreateObjectMapping: 63.186000 ms MarkObjects: 947.924600 ms DeleteObjects: 5.022600 ms) Unloading 24 Unused Serialized files (Serialized files now loaded: 19) WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? UnloadTime: 33.095400 ms 2023-03-26T07:02:22.9579996+00:00 Time to Single load 'B40TR' 5,13 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 7200 unused Assets to reduce memory usage. Loaded Objects now: 773149. Total: 1120.444700 ms (FindLiveObjects: 78.616900 ms CreateObjectMapping: 54.632000 ms MarkObjects: 981.252000 ms DeleteObjects: 5.943200 ms) 2023-03-26T07:02:39.7765574+00:00 Exception occured while capturing prefab state for Ancient Dragon Magma Explosion Charge Up VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:02:39.7780701+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:02:59.4114619+00:00 PreLoading Scene: MonolithHub LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:02:59.4114619+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:02:59.4119652+00:00 Finished Load Scene References, Time Taken: 0,0002441406 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__10:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 16) Unloading 2176 unused Assets to reduce memory usage. Loaded Objects now: 766331. Total: 1089.665200 ms (FindLiveObjects: 69.412500 ms CreateObjectMapping: 56.846000 ms MarkObjects: 959.389400 ms DeleteObjects: 4.015300 ms) Unloading 52 Unused Serialized files (Serialized files now loaded: 16) UnloadTime: 39.306100 ms 2023-03-26T07:03:02.0890037+00:00 Time to Single load 'MonolithHub' 2,80 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 669 unused Assets to reduce memory usage. Loaded Objects now: 746427. Total: 1128.307200 ms (FindLiveObjects: 56.742100 ms CreateObjectMapping: 89.185500 ms MarkObjects: 979.796900 ms DeleteObjects: 2.582000 ms) 2023-03-26T07:03:41.6011769+00:00 Processing Monolith RNG, Seed: 2705667 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:03:41.6051026+00:00 Setting mono objective to Forge LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:03:41.7260981+00:00 PreLoading Scene: M_E20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:03:41.7266003+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:03:43.8340268+00:00 Finished Load Scene References, Time Taken: 2,107422 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 21) Unloading 4967 unused Assets to reduce memory usage. Loaded Objects now: 761182. Total: 1103.977100 ms (FindLiveObjects: 75.851800 ms CreateObjectMapping: 54.735000 ms MarkObjects: 971.026200 ms DeleteObjects: 2.363600 ms) Unloading 54 Unused Serialized files (Serialized files now loaded: 21) UnloadTime: 35.061300 ms 2023-03-26T07:03:46.6751942+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:03:46.6781946+00:00 Time to Single load 'M_E20' 5,06 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4271 unused Assets to reduce memory usage. Loaded Objects now: 752498. Total: 1089.820400 ms (FindLiveObjects: 60.986200 ms CreateObjectMapping: 75.040800 ms MarkObjects: 949.250100 ms DeleteObjects: 4.542900 ms) 2023-03-26T07:10:04.2561578+00:00 Exception occured while capturing prefab state for FlameRemnantCastingVFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:10:04.2576668+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:11:13.7006021+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:11:13.7011051+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:11:13.7011051+00:00 Finished Load Scene References, Time Taken: 0,0002441406 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 19) Unloading 1724 unused Assets to reduce memory usage. Loaded Objects now: 743013. Total: 1092.753800 ms (FindLiveObjects: 78.982300 ms CreateObjectMapping: 42.110900 ms MarkObjects: 968.339200 ms DeleteObjects: 3.321100 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 19) UnloadTime: 44.798900 ms 2023-03-26T07:11:15.8040144+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:11:15.8096186+00:00 Time to Single load 'M_Rest' 2,25 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 724 unused Assets to reduce memory usage. Loaded Objects now: 728375. Total: 1263.731000 ms (FindLiveObjects: 90.603000 ms CreateObjectMapping: 71.273600 ms MarkObjects: 1097.376500 ms DeleteObjects: 4.477300 ms) 2023-03-26T07:50:59.0952218+00:00 DOTWEEN ► Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.Debugger:LogWarning(Object, Tween) DG.Tweening.Core.TweenManager:GetTweener() DG.Tweening.DOTween:ApplyTo(DOGetter`1, DOSetter`1, T2, Single, ABSTweenPlugin`3) DG.Tweening.DOTween:To(DOGetter`1, DOSetter`1, Single, Single) DG.Tweening.DOTweenAnimation:CreateTween() DG.Tweening.DOTweenAnimation:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) Notifications:ShardAdded(Int32, Int32) Notifications:showBufferedCraftingNotifications() Notifications:LateUpdate() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:52:03.8385512+00:00 Processing Monolith RNG, Seed: 5607904 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:52:03.8385512+00:00 Setting mono objective to Boss LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:52:03.9623752+00:00 PreLoading Scene: M_M20 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:52:03.9623752+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:52:04.7770248+00:00 Finished Load Scene References, Time Taken: 0,8139648 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithRunsManager:StartRun(TimelineID, Int32, Int32) MonolithTimelinePanelManager:travelButtonClicked() AfterBlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3 Unused Serialized files (Serialized files now loaded: 19) Unloading 396 unused Assets to reduce memory usage. Loaded Objects now: 740941. Total: 1213.740500 ms (FindLiveObjects: 85.822400 ms CreateObjectMapping: 42.944900 ms MarkObjects: 1082.467100 ms DeleteObjects: 2.505200 ms) Unloading 44 Unused Serialized files (Serialized files now loaded: 19) UnloadTime: 7.258500 ms 2023-03-26T07:52:07.7785373+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:52:07.7825389+00:00 Time to Single load 'M_M20' 3,94 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1057 unused Assets to reduce memory usage. Loaded Objects now: 779361. Total: 1113.023500 ms (FindLiveObjects: 66.814200 ms CreateObjectMapping: 87.464500 ms MarkObjects: 956.335500 ms DeleteObjects: 2.408600 ms) 2023-03-26T07:54:51.1178464+00:00 Exception occured while capturing prefab state for Ancient Dragon Magma Explosion Charge Up VFX(Clone)! LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:54:51.1188507+00:00 System.NullReferenceException: Object reference not set to an instance of an object. at LE.Caching.ObjectState.RecursiveCaptureFromObjectInfo (LE.Caching.CachedObjectInfo info) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.Serialization.StorePrefabState (System.Guid prefabID, LE.Caching.CachedPrefab prefabData) [0x00000] in <00000000000000000000000000000000>:0 at LE.Caching.CachedPrefab.Awake () [0x00000] in <00000000000000000000000000000000>:0 at AutoPoolManager.instantiate (UnityEngine.GameObject prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean instantiateInactive, PooledPrefabType prefabType) [0x00000] in <00000000000000000000000000000000>:0 at ActorVisualsVFXHandler.CreateCastingVFX (ActorVisuals actorVisuals, Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceivePlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendPlayCastingVFX (Ability ability, System.Byte castingVFXIndex, UnityEngine.Vector3 location, UnityEngine.Vector3 targetLocation, System.Single increasedSpeed, System.Boolean destroyCastingVFXOnAbilityObjectConstructed, System.Boolean alwaysSendToAllClients) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingMultipleAbilitiesAI.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityAI.whileActive () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.Caching.Serialization:StorePrefabState(Guid, CachedPrefab) LE.Caching.CachedPrefab:Awake() AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, PooledPrefabType) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Boolean, Boolean) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:InitialiseAbilityUse(Ability, Vector3, Boolean, Boolean, Boolean, Single) UsingAbilityAI:whileActive() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T07:58:33.0084369+00:00 [Addressables] Object with name: Ice Beetle wasn't preloaded In Zone M_M20. LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) SummonEntityOnDeath:Summon() AfterBlockAction:Invoke() SelfDestroyer:die() DestroyAfterDuration:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T08:01:45.1612160+00:00 PreLoading Scene: M_Rest LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T08:01:45.1622163+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T08:01:45.1622163+00:00 Finished Load Scene References, Time Taken: 0 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__4:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 18) Unloading 527 unused Assets to reduce memory usage. Loaded Objects now: 767792. Total: 1070.581200 ms (FindLiveObjects: 82.230000 ms CreateObjectMapping: 47.462700 ms MarkObjects: 938.236200 ms DeleteObjects: 2.651900 ms) Unloading 33 Unused Serialized files (Serialized files now loaded: 18) UnloadTime: 24.634100 ms 2023-03-26T08:01:47.0903441+00:00 No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T08:01:47.0953453+00:00 Time to Single load 'M_Rest' 2,05 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 338 unused Assets to reduce memory usage. Loaded Objects now: 742385. Total: 1054.342200 ms (FindLiveObjects: 89.562000 ms CreateObjectMapping: 39.494600 ms MarkObjects: 922.808800 ms DeleteObjects: 2.475100 ms) 2023-03-26T08:15:46.6173529+00:00 PreLoading Scene: EoT LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() AfterBlockAction:Invoke() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T08:15:46.6173529+00:00 Attempting Load Scene References LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() AfterBlockAction:Invoke() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 2023-03-26T08:15:46.7982847+00:00 Finished Load Scene References, Time Taken: 0,1806641 LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__6:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() AfterBlockAction:Invoke() PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 20) Unloading 271 unused Assets to reduce memory usage. Loaded Objects now: 742444. Total: 1099.274800 ms (FindLiveObjects: 87.004500 ms CreateObjectMapping: 46.651400 ms MarkObjects: 964.213500 ms DeleteObjects: 1.404500 ms) Unloading 26 Unused Serialized files (Serialized files now loaded: 20) UnloadTime: 8.652600 ms 2023-03-26T08:15:49.1402851+00:00 Time to Single load 'EoT' 2,64 s LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() AfterBlockAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1014 unused Assets to reduce memory usage. Loaded Objects now: 765246. Total: 1164.765700 ms (FindLiveObjects: 77.762500 ms CreateObjectMapping: 52.162300 ms MarkObjects: 1032.354700 ms DeleteObjects: 2.485600 ms)