Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec) [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon RX 5600M (ID=0x731f) Vendor: VRAM: 6103 MB Driver: 30.0.21017.1000 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) 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 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Caching.Serialization:GetSerializers() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Initializing input. Input initialized. Initialized touch support. The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'ChatTextTagged') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) A scripted object (probably MeshDecimator.Unity.DecimatedObject?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script (RuntimeDevMode) on this Behaviour is missing! (Filename: Line: 199) The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) UnloadTime: 12.354400 ms game version: 0.8.5f 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) 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 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) Unloading 7 Unused Serialized files (Serialized files now loaded: 8) UnloadTime: 8.004700 ms Unloading 597 unused Assets to reduce memory usage. Loaded Objects now: 683092. Total: 810.416300 ms (FindLiveObjects: 35.163200 ms CreateObjectMapping: 41.192100 ms MarkObjects: 731.487400 ms DeleteObjects: 2.572900 ms) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) d__54:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 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) [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) Joystick connected ("Controller (XBOX 360 For Windows)"). (Filename: Line: 1437) '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) Deactivating main camera UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'CapitalizationManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.CapitalizationManager:logFilterIsNull() Crosstales.BWF.Manager.CapitalizationManager:ReplaceAll(String, Boolean, String, String) Crosstales.BWF.BWFManager:ReplaceAll(String, ManagerMask, String[]) ChatMessageVisuals:Initialize(ChatMsg) ChatManager:DrawChatMessage(ChatMsg) PlayerChangedAction:Invoke(GameObject) ChannelManager:Channel_OnMessageAdded(ChatChannel, ChatMsg) System.Action`2:Invoke(T1, T2) ChatChannel:AddMessage(ChatMsg) ChannelManager:SortMessage(ChatMsg) ChatManager:InitChat() LE.Services.<>c:b__20_0(Result`1) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) AccelByte.Core.ResultCallbackExtension:TryOk(ResultCallback`1, T) AccelByte.Api.d__31:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) 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) 'filter' is null! Did you add the 'PunctuationManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.PunctuationManager:logFilterIsNull() Crosstales.BWF.Manager.PunctuationManager:ReplaceAll(String, Boolean, String, String) Crosstales.BWF.BWFManager:ReplaceAll(String, ManagerMask, String[]) ChatMessageVisuals:Initialize(ChatMsg) ChatManager:DrawChatMessage(ChatMsg) PlayerChangedAction:Invoke(GameObject) ChannelManager:Channel_OnMessageAdded(ChatChannel, ChatMsg) System.Action`2:Invoke(T1, T2) ChatChannel:AddMessage(ChatMsg) ChannelManager:SortMessage(ChatMsg) ChatManager:InitChat() LE.Services.<>c:b__20_0(Result`1) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) AccelByte.Core.ResultCallbackExtension:TryOk(ResultCallback`1, T) AccelByte.Api.d__31:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) 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) 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) 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 648] (Filename: Line: 648) PreLoading Scene: EoT UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.7587948 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() 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() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 10) Uploading Crash Report 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 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.UI.Party.d__8:MoveNext() LE.UI.Party.PartyOverviewController:Init() (Filename: currently not available on il2cpp Line: -1) Unloading 529 unused Assets to reduce memory usage. Loaded Objects now: 731952. Total: 952.253700 ms (FindLiveObjects: 42.833300 ms CreateObjectMapping: 48.829500 ms MarkObjects: 859.285900 ms DeleteObjects: 1.304500 ms) Unload assets/previous scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene EoT UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load EoT 2.14 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 26 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 11.535800 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Unloading 645 unused Assets to reduce memory usage. Loaded Objects now: 750393. Total: 938.717000 ms (FindLiveObjects: 37.056000 ms CreateObjectMapping: 46.174700 ms MarkObjects: 848.753600 ms DeleteObjects: 6.732100 ms) Joining the default global chat channel UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) BlockAction:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Joining the default global chat channel UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) BlockAction:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Controller UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:AssignJoysticksToPlayers() EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) XInput Gamepad 1 is being used UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:AssignJoysticksToPlayers() EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Controller UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Controller UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Controller UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Controller UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Controller UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to get input data: The handle is invalid. skQfTdgsVeyTQTCuykRjwYYsltnp:dSygNPOzmBkiAFkTsBVxcoBPeOw(IntPtr, IntPtr, Int32, IntPtr, IntPtr) SovDrMVDOefXeBoGTVZnunuaeyMw:QUtKhjJUFMKvVDlqCljymcRqOGV(IntPtr, UInt32, IntPtr, IntPtr) Steamworks.FAddVRScreenshotToLibrary:Invoke(IntPtr, VRScreenshotType, String, String) MYwHxbcuHGeOFuUGzQEIqRaWExr:QUtKhjJUFMKvVDlqCljymcRqOGV(IntPtr, UInt32, IntPtr, IntPtr) Steamworks.FAddVRScreenshotToLibrary:Invoke(IntPtr, VRScreenshotType, String, String) hYQSKnqusGXcIbfYdTpSVOrOcrl:ynwltaXENtxczaoKdtHeYhvWshY(IntPtr, UInt32, IntPtr, IntPtr) [ line 1259] (Filename: Line: 1259) PreLoading Scene: ArenaLobby UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.049774 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) 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: 12) Unloading 1849 unused Assets to reduce memory usage. Loaded Objects now: 764616. Total: 1022.822400 ms (FindLiveObjects: 47.333100 ms CreateObjectMapping: 47.274800 ms MarkObjects: 925.905100 ms DeleteObjects: 2.309000 ms) Unload assets/previous scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene ArenaLobby UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load ArenaLobby 2.10 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 58 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 19.907600 ms Unloading 843 unused Assets to reduce memory usage. Loaded Objects now: 790791. Total: 1049.064500 ms (FindLiveObjects: 40.039700 ms CreateObjectMapping: 69.143700 ms MarkObjects: 931.529900 ms DeleteObjects: 8.350800 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 12) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 790791. Total: 1001.115100 ms (FindLiveObjects: 38.067600 ms CreateObjectMapping: 46.394100 ms MarkObjects: 915.519000 ms DeleteObjects: 1.133300 ms) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Controller UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Controller UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting up 8 worker threads for Enlighten. Thread -> id: 46bc -> priority: 1 Thread -> id: 3660 -> priority: 1 Thread -> id: 3230 -> priority: 1 Thread -> id: 4d0 -> priority: 1 Thread -> id: 2558 -> priority: 1 Thread -> id: 42c -> priority: 1 Thread -> id: 1a90 -> priority: 1 Thread -> id: 36d4 -> priority: 1