Preloaded 'cimgui.so' Preloaded 'libProcessStart.so' Preloaded 'lib_burst_generated.so' Preloaded 'libfmodstudio.so' Preloaded 'libfmodstudioL.so' Preloaded 'libresonanceaudio.so' Preloaded 'libsighandler.so' Preloaded 'libsteam_api.so' Preloaded 'cimgui-freetype.so' Display 0 'BenQ RL2455 24"': 1920x1080 (primary device). Display 1 'BenQ GL2450 24"': 1920x1080 (secondary device). Desktop is 1920 x 1080 @ 60 Hz Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec) [Subsystems] Discovering subsystems at path /home/marek/.steam/debian-installation/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Renderer: AMD Radeon RX 5700 XT (navi10, LLVM 14.0.0, DRM 3.41, 5.13.0-44-generic) Vendor: AMD Version: 4.6 (Core Profile) Mesa 22.2.0-devel (git-f2e3646 2022-05-29 impish-oibaf-ppa) GLES: 0 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_framebuffer_multisample_advanced GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_dist ance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel _buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_ clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_ buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_meminfo GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_image_storage GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_blend_equation_separate GL_EXT_demote_to_helper_invocation GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shader_samples_identical GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_fil ter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_INTEL_blackhole_render GL_KHR_blend_equation_advanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_alpha_to_coverage_dither_control GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_copy_image GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_shader_atomic_int64 GL_NV_texture_b arrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc OPENGL LOG: Creating OpenGL 4.6 graphics device ; Context level ; Context handle 39190880 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) Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found Particle system meshes will only work with exactly one (1) sub mesh UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:EditorReset() [ line 279] (Filename: Line: 279) Particle system meshes will only work with exactly one (1) sub mesh UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:EditorReset() [ line 279] (Filename: Line: 279) Particle system meshes will only work with exactly one (1) sub mesh UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:EditorReset() [ line 279] (Filename: Line: 279) Particle system meshes will only work with exactly one (1) sub mesh UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:EditorReset() [ line 279] (Filename: Line: 279) [Instantiation] Loaded Serializers: PlayOneShotSound - Generated.PlayOneShotSoundSerializerGenerated SelfDestroyer - Generated.SelfDestroyerSerializerGenerated DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated RotatesToAngle - Generated.RotatesToAngleSerializerGenerated DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated StartsAtTarget - Generated.StartsAtTargetSerializerGenerated RFX1_LightCurves - Generated.RFX1_LightCurvesSerializerGenerated StartForwardsFromCreator - Generated.StartForwardsFromCreatorSerializerGenerated VelocityForDuration - Generated.VelocityForDurationSerializerGenerated RFX4_Turbulence - Generated.RFX4_TurbulenceSerializerGenerated ConstantRotation - Generated.ConstantRotationSerializerGenerated SceneObjectIndicator - Generated.SceneObjectIndicatorSerializerGenerated SubObjectsStretchToLocationCreatedFrom - Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated ActivateChildAfterRandomDuration - Generated.ActivateChildAfterRandomDurationSerializerGenerated TextureTilingOnScale - Generated.TextureTilingOnScaleSerializerGenerated RFX4_ShaderFloatCurve - Generated.RFX4_ShaderFloatCurveSerializerGenerated ActivateObjectsAfterDuration - Generated.ActivateObjectsAfterDurationSerializerGenerated RepeatedlyLookAtTransform - Generated.RepeatedlyLookAtTransformSerializerGenerated FT_LineHitPoint - Generated.FT_LineHitPointSerializerGenerated FT_LineRender - Generated.FT_LineRenderSerializerGenerated StartsTowardsTarget - Generated.StartsTowardsTargetSerializerGenerated MagicalFX.FX_Rotation - Generated.FX_RotationSerializerGenerated CreateOnDeath - Generated.CreateOnDeathSerializerGenerated StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer LE.Caching.Serialization:GetSerializers() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Default vsync count 0 requesting resize 1920 x 1080 Using native desktop resolution 1920 x 1080 requesting fullscreen 1920 x 1080 at 0 Hz Desktop is 1920 x 1080 @ 60 Hz The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'ChatTextTagged') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) A scripted object (probably MeshDecimator.Unity.DecimatedObject?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script (RuntimeDevMode) on this Behaviour is missing! (Filename: Line: 199) The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) UnloadTime: 6.984062 ms game version: 0.8.5f GameVersionManager:Awake() (Filename: ./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) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() [ line 606] (Filename: Line: 606) IMGUI OnEnable ImGuiNET.Unity.DearImGui:OnEnable() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting breakpad minidump AppID = 899770 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198001169667 [API loaded no] Unloading 7 Unused Serialized files (Serialized files now loaded: 8) UnloadTime: 10.976109 ms Unloading 597 unused Assets to reduce memory usage. Loaded Objects now: 683089. Total: 1345.025907 ms (FindLiveObjects: 36.819968 ms CreateObjectMapping: 100.600382 ms MarkObjects: 1205.648760 ms DeleteObjects: 1.956078 ms) ERROR: ld.so: object '/home/marek/.steam/debian-installation/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. Input Mode : Mouse & Keyboard EpochInputManager:set_IsControllerActive(Boolean) d__54:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. FMODUnity.RuntimeManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) requesting resize 1920 x 1080 Using native desktop resolution 1920 x 1080 requesting fullscreen 1920 x 1080 at 0 Hz Desktop is 1920 x 1080 @ 60 Hz 'filter' is null! Did you add the 'DomainManager' to the current scene? Crosstales.BWF.Manager.DomainManager:logFilterIsNull() Crosstales.BWF.Manager.DomainManager:get_isReady() Crosstales.BWF.BWFManager:get_isReady() Crosstales.BWF.BWFManager:Update() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Deactivating main camera d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) 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__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() [ line 648] (Filename: Line: 648) 'filter' is null! Did you add the 'CapitalizationManager' to the current scene? Crosstales.BWF.Manager.CapitalizationManager:logFilterIsNull() Crosstales.BWF.Manager.CapitalizationManager:ReplaceAll(String, Boolean, String, String) Crosstales.BWF.BWFManager:ReplaceAll(String, ManagerMask, String[]) ChatMsg:GetFormattedString() ChatMessageVisuals:Initialize(ChatMsg) ChatManager:DrawChatMessage(ChatMsg) System.Action`1:Invoke(T) System.Action`2:Invoke(T1, T2) ChannelManager:SortMessage(ChatMsg) ChatManager:b__82_0(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Api.d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Resources:Load(String) AilmentList:get() AilmentList:getAilment(AilmentID) NovaMutator:Awake() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'PunctuationManager' to the current scene? Crosstales.BWF.Manager.PunctuationManager:logFilterIsNull() Crosstales.BWF.Manager.PunctuationManager:ReplaceAll(String, Boolean, String, String) ChatMsg:GetFormattedString() ChatMessageVisuals:Initialize(ChatMsg) ChatManager:DrawChatMessage(ChatMsg) System.Action`1:Invoke(T) System.Action`2:Invoke(T1, T2) ChannelManager:SortMessage(ChatMsg) ChatManager:b__82_0(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Api.d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Resources:Load(String) AilmentList:get() AilmentList:getAilment(AilmentID) NovaMutator:Awake() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: EoT LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.143829 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 10) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Party.PartyOverviewController+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Party.PartyOverviewController.Init () [0x00000] in <00000000000000000000000000000000>:0 LE.UI.Party.d__8:MoveNext() LE.UI.Party.PartyOverviewController:Init() (Filename: currently not available on il2cpp Line: -1) Unloading 528 unused Assets to reduce memory usage. Loaded Objects now: 727178. Total: 1690.707648 ms (FindLiveObjects: 62.235227 ms CreateObjectMapping: 123.891751 ms MarkObjects: 1503.156285 ms DeleteObjects: 1.423867 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene EoT d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load EoT 3.34 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Joining the default global chat channel AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) System.Action:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 26 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 21.570078 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Unloading 640 unused Assets to reduce memory usage. Loaded Objects now: 745616. Total: 1580.385955 ms (FindLiveObjects: 55.591583 ms CreateObjectMapping: 108.255093 ms MarkObjects: 1411.253411 ms DeleteObjects: 5.285232 ms) requesting resize 1920 x 1080 Using native desktop resolution 1920 x 1080 requesting fullscreen 1920 x 1080 at 0 Hz Desktop is 1920 x 1080 @ 60 Hz Joining the default global chat channel AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) System.Action:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: F40 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0002670288 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 756449. Total: 1644.128097 ms (FindLiveObjects: 46.335024 ms CreateObjectMapping: 125.881103 ms MarkObjects: 1470.539070 ms DeleteObjects: 1.372250 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene F40 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load F40 1.67 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 34 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 37.452898 ms Unable to load plugin `network.bindings` (Filename: Line: 383) Unloading 783 unused Assets to reduce memory usage. Loaded Objects now: 773146. Total: 1687.027112 ms (FindLiveObjects: 97.792238 ms CreateObjectMapping: 124.756126 ms MarkObjects: 1456.991440 ms DeleteObjects: 7.486495 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 773146. Total: 1651.127256 ms (FindLiveObjects: 54.793051 ms CreateObjectMapping: 120.789446 ms MarkObjects: 1474.408260 ms DeleteObjects: 1.135547 ms) PreLoading Scene: F80 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 4.413788 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 11) Unloading 8 unused Assets to reduce memory usage. Loaded Objects now: 790599. Total: 1724.859257 ms (FindLiveObjects: 62.584832 ms CreateObjectMapping: 127.269447 ms MarkObjects: 1533.020839 ms DeleteObjects: 1.983348 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene F80 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load F80 6.16 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 46 Unused Serialized files (Serialized files now loaded: 11) UnloadTime: 83.616161 ms Unloading 679 unused Assets to reduce memory usage. Loaded Objects now: 813383. Total: 1669.316989 ms (FindLiveObjects: 60.073784 ms CreateObjectMapping: 117.165139 ms MarkObjects: 1482.684757 ms DeleteObjects: 9.392511 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 11) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 813383. Total: 1664.943077 ms (FindLiveObjects: 65.893848 ms CreateObjectMapping: 109.456521 ms MarkObjects: 1488.252050 ms DeleteObjects: 1.339566 ms) The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 199] (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 334] (Filename: Line: 334)