[Physics::Module] Initialized MultithreadedJobDispatcher with {0} workers. Initialize engine version: 2021.3.42f1 (f1197811e8ce) [Subsystems] Discovering subsystems at path E:/Games/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1; jobified=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 1080 Ti (ID=0x1b06) Vendor: NVIDIA VRAM: 11106 MB Driver: 32.0.15.6094 Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled). UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Sirenix.Serialization.GlobalSerializationConfig:get_Logger() Sirenix.Serialization.BinaryDataReader:EnterArray(Int64&) Sirenix.Serialization.ListFormatter`1:DeserializeImplementation(List`1&, IDataReader) Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader) Sirenix.Serialization.BaseFormatter`1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader) Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader) Sirenix.Serialization.ReflectionFormatter`1:DeserializeImplementation(T&, IDataReader) Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader) Sirenix.Serialization.BaseFormatter`1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader) Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, IDataReader) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, Byte[]&, List`1&, DataFormat, DeserializationContext) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext, Boolean, List`1) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext) Sirenix.OdinInspector.SerializedMonoBehaviour:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize() UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() Initializing input. Input initialized. dxgi: swapchain SetFullscreenState failed (887a0022). Initialized touch support. UnloadTime: 90.612500 ms Uploading Crash Report 2025-05-25T04:48:03.3141472+00:00 Exception System.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.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Create (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.IProgress`1[T] progress, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions.ToUniTask[T] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle, System.IProgress`1[T] progress, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions.GetAwaiter[T] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle) [0x00000] in <00000000000000000000000000000000>:0 at Localization.InitializeTableCaching () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at Localization..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.MultiPicker.AffixContentGenerator.OnBeforeAssembliesLoaded () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at Cysharp.Threading.Tasks.UniTaskExtensions.Forget (Cysharp.Threading.Tasks.UniTask task) [0x00000] in <00000000000000000000000000000000>:0 at Localization..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.MultiPicker.AffixContentGenerator.OnBeforeAssembliesLoaded () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.UniTaskExtensions:Forget(UniTask) Localization:.cctor() LE.UI.MultiPicker.AffixContentGenerator:OnBeforeAssembliesLoaded() 2025-05-25T04:48:05.9230112+00:00 Log Odin Serializer detected whitelisted runtime platform WindowsPlayer and memory read test succeeded; enabling all unaligned memory read/writes. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Sirenix.Serialization.ArchitectureInfo:SetRuntimePlatform(RuntimePlatform) Sirenix.Serialization.UnitySerializationInitializer:Initialize() 2025-05-25T04:48:06.2979324+00:00 Log Local build hash: 853a870e4efa7820183ec7c21d53cff2aea183b4 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Tools.Runtime.Utility.DevCommitHashProvider:Initialize() dxgi: swapchain SetFullscreenState failed (887a0022). Failed to apply requested ExclusiveFullScreen resolution (1920x1080)...will try again The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! 2025-05-25T04:48:30.9078329+00:00 Log game version: 1.2.5.1. internal version: 1.2.5.1 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:48:30.9099250+00:00 Log Local sha: 853a870e4efa7820183ec7c21d53cff2aea183b4 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:48:31.9515204+00:00 Log DeathScreen opened: -infoProvider: LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:48:31.9903262+00:00 Warning ItemTooltipOrganizer.instance is null at OnEnable for ControllerMenu. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ControllerMenu:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 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) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() [ line -2026973064] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() [ line -2026970152] 2025-05-25T04:48:36.3445470+00:00 Log IMGUI OnEnable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:48:38.5435112+00:00 Warning MeasureTimeScope:Init:EchoWebIslandIconManager took over 500 ms : 1679.32ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() LE.Services.ServiceProviderInitializer:Init(String, Action) LE.Services.ServiceProviderInitializer:InitSingletons() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:48:39.3684437+00:00 Log ClientSessionID=06918a10e7df48a5af9ad6230ce59ceb LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Telemetry.MetricsPlugin:Initialize(Func`1, Func`3, Boolean, String) LE.Services.TelemetryInitializer:Initialize() System.Lazy`1:PublicationOnlyViaFactory(LazyHelper) System.Lazy`1:CreateValue() System.Lazy`1:get_Value() LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.ServiceProviderInitializer:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:48:39.3734303+00:00 Log Initializing cycle status service LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.ServiceProviderInitializer:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:48:39.3752144+00:00 Log Server cycle set to Trout LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__20:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.AbstractCycleStatus:Initialize() LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.ServiceProviderInitializer:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:48:39.5301799+00:00 Log Initializing scene variant service LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.ServiceProviderInitializer:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! 2025-05-25T04:50:19.8330977+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) AdditiveLoadingStatusUI:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:50:19.8755975+00:00 Log EchoLoadingStatusUI.OnStateChange Uninitialized -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:50:19.8755975+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:50:19.9579703+00:00 Warning Missing static network object index for scene 0. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:50:19.9599674+00:00 Log Initializing net object registry LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.Visuals.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WhenAllPromise`9:TryInvokeContinuationT9(WhenAllPromise`9, Awaiter&) Cysharp.Threading.Tasks.<>c:<.ctor>b__11_8(Object) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:50:19.9632876+00:00 Log Initialization complete, invoking post initialized event LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.Visuals.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WhenAllPromise`9:TryInvokeContinuationT9(WhenAllPromise`9, Awaiter&) Cysharp.Threading.Tasks.<>c:<.ctor>b__11_8(Object) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() Unloading 7 Unused Serialized files (Serialized files now loaded: 379) UnloadTime: 31.666600 ms 2025-05-25T04:50:20.5671996+00:00 Warning Missing static network object index for scene 292. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() Unloading 193277 unused Assets to reduce memory usage. Loaded Objects now: 979712. Total: 954.308500 ms (FindLiveObjects: 98.220800 ms CreateObjectMapping: 148.048800 ms MarkObjects: 638.146300 ms DeleteObjects: 69.891800 ms) 2025-05-25T04:50:23.6111075+00:00 Warning Missing static network object index for scene 273. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-25T04:50:23.6561595+00:00 Log Locale changed to English (en) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() Unable to apply requested ExclusiveFullScreen resolution again (1920x1080)...reverting to current display resolution: 1920x1440 Failed to change display to ExclusiveFullscreen...reverting to FullscreenWindow 2025-05-25T04:50:24.8776266+00:00 Warning 'filter' is null! Did you add the 'DomainManager' to the current scene? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.DomainManager:logFilterIsNull() 2025-05-25T04:53:03.3268813+00:00 Log Loading character: Miopala 1 isOnline: False, cycle: Trout, class: Rogue LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__90:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) CharacterSelect:OnCharacterTileDoubleClicked(CharacterTile) 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:Process() UnityEngine.EventSystems.EventSystem:Update() 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, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) PlayerUtility:InstantiatePlayerActor(ActorData, NetPlayer, String) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line -2026971656] 2025-05-25T04:53:04.3571915+00:00 Log Loading global data, UserIdentity: '0337173', Catagory: 'player.initialization' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) GlobalDataTracker:LoadGlobalData(CancellationToken) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:53:04.3581905+00:00 Log Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NonInteractableItemContainerUI:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T04:53:05.0586567+00:00 Log Loading global data success, UserIdentity: '0337173', Catagory: 'player.initialization' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:53:05.6305088+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(WeaversHub, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:53:05.6511458+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:53:05.6511458+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:53:05.6521429+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 5 Unused Serialized files (Serialized files now loaded: 402) Unloading 181 unused Assets to reduce memory usage. Loaded Objects now: 1117500. Total: 878.710800 ms (FindLiveObjects: 86.077300 ms CreateObjectMapping: 120.913300 ms MarkObjects: 665.731600 ms DeleteObjects: 5.988300 ms) 2025-05-25T04:53:07.0096943+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 180.15ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 37 Unused Serialized files (Serialized files now loaded: 402) UnloadTime: 14.330600 ms Failed to create agent because it is not close enough to the NavMesh 2025-05-25T04:53:12.6591372+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'WeaversHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-25T04:53:12.6821129+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'WeaversHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-25T04:53:12.7235285+00:00 Warning Missing static network object index for scene 329. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:53:12.7510697+00:00 Log LoadingScreen.OnSceneLoaded(WeaversHub, Single WeaversHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:53:12.7969544+00:00 Warning No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:53:13.1698268+00:00 Log LoadingScreen.OnLocalPlayerInitialized(WeaversHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:53:13.2640118+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene WeaversHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:53:13.3053503+00:00 Log Time to Single load 'WeaversHub' 7.81 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 724 unused Assets to reduce memory usage. Loaded Objects now: 1150871. Total: 760.327000 ms (FindLiveObjects: 84.382000 ms CreateObjectMapping: 119.972300 ms MarkObjects: 527.315900 ms DeleteObjects: 28.655900 ms) 2025-05-25T04:53:15.1931298+00:00 Log LoadingScreen.OnDisable(WeaversHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:53:15.1981697+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:54:41.8916172+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:54:41.9200690+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:54:41.9200771+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:54:41.9210701+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 1 Unused Serialized files (Serialized files now loaded: 403) Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 1151134. Total: 799.496500 ms (FindLiveObjects: 117.962600 ms CreateObjectMapping: 116.168000 ms MarkObjects: 558.892300 ms DeleteObjects: 6.473100 ms) 2025-05-25T04:54:43.0832297+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 245.54ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 59 Unused Serialized files (Serialized files now loaded: 403) UnloadTime: 54.800700 ms 2025-05-25T04:54:53.1265528+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-25T04:54:53.1265528+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-25T04:54:53.2745958+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:53.2903909+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:53.2903909+00:00 Warning Missing static network object index for scene 158. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:53.2943803+00:00 Log LoadingScreen.OnSceneLoaded(MonolithHub, Single MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:53.3303579+00:00 Log LoadingScreen.OnLocalPlayerInitialized(MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.3312810+00:00 Warning LoadingScreen.OnLocalPlayerInitialized still loading scenes LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.4061229+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.4839172+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.5607072+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.6375063+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.7141386+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.7909300+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.8677277+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:53.9445229+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:54.0210721+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:54.0978661+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:54.0988545+00:00 Log Time to Single load 'MonolithHub' 12.30 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:54.1986108+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 446 unused Assets to reduce memory usage. Loaded Objects now: 1194014. Total: 728.705900 ms (FindLiveObjects: 88.235000 ms CreateObjectMapping: 122.700800 ms MarkObjects: 506.747700 ms DeleteObjects: 11.021900 ms) Unloading 2 Unused Serialized files (Serialized files now loaded: 403) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1195367. Total: 717.304900 ms (FindLiveObjects: 88.273900 ms CreateObjectMapping: 117.037200 ms MarkObjects: 505.556600 ms DeleteObjects: 6.436400 ms) 2025-05-25T04:54:56.1618535+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 202.64ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:58.1991800+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-25T04:54:58.1998318+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:58.2007656+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:58.2007656+00:00 Warning Missing static network object index for scene 58. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:58.2007656+00:00 Log LoadingScreen.OnSceneLoaded(M_Rest, Additive M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:58.2007656+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:54:58.2077738+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:58.2077738+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:59.0029190+00:00 Log Time to Additive load 'M_Rest' 5.81 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:54:59.0502086+00:00 Log LoadingScreen.OnDisable(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:54:59.0511640+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:55:06.5589486+00:00 Log Check Minimum Corruption: 0 Maximum Corruption: 50

Corruption increases monster Health and damage
Corruption increases item rarity and experience gained Corruption also increases area level LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithPanelManager:openDifficultySelection(TimelineID) MonolithRunsManager:requestRunInfo(TimelineID, Boolean, Int32) MonolithPanelManager:onOpened() MonolithPanelManager:open(TimelineID, Boolean, Int32, Boolean, Int32) OpenMonolithPanelInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:trigger(GameObject) EventListener:triggerDialogueListeners(String, GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T04:56:26.6375246+00:00 Log Processing Monolith RNG, Seed: 702421 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:56:26.6554291+00:00 Log Setting mono objective to ActivateShrinesUntilAmbush LE.Telemetry.ClientLogHandler: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) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:56:26.6733148+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:56:26.6743146+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:56:26.6753115+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:56:45.6727940+00:00 Warning Got 5 lazily-init'd (not-preloaded) pools during scene MonolithHub! ShiftBeginningVFX v_createShadow v_Shift ShiftEndVFX Small Smoke Cloud LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__25:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:56:45.7687205+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_M160, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__25:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:56:45.7697181+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__25:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T04:56:45.8507113+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:56:45.8517088+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 28 Unused Serialized files (Serialized files now loaded: 498) Unloading 353 unused Assets to reduce memory usage. Loaded Objects now: 1231226. Total: 793.932000 ms (FindLiveObjects: 99.922100 ms CreateObjectMapping: 124.003300 ms MarkObjects: 562.508100 ms DeleteObjects: 7.498000 ms) 2025-05-25T04:56:46.9524978+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 196.66ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:56:50.8534204+00:00 Warning Multiple VegetationStudioManager's active at once, ignoring latest. This commonly means an additive scene was loaded & this ran before we could toggle it's visuals. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) 2025-05-25T04:56:50.8607195+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-25T04:56:50.8877452+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.8907374+00:00 Warning Missing static network object index for scene 251. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.8907374+00:00 Log LoadingScreen.OnSceneLoaded(M_M160, Additive M_M160) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.8907374+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.8917344+00:00 Log Storing variant 'M_M100_GrayDust' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.9035497+00:00 Log [QA-464852] Changing Active Scene to 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.9155189+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.9165168+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.9404525+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.9404525+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:56:50.9969538+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M160) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:56:50.9969538+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:56:51.8074397+00:00 Log Time to Additive load 'M_M160' 6.15 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Attempting to update a disabled Reflection Probe. Action will be ignored. LE.SceneVariantSystem.SceneVariantHelper:RebuildReflectionProbes() LE.SceneVariantSystem.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line -2026967160] 2025-05-25T04:56:54.7684809+00:00 Log LoadingScreen.OnDisable(M_M160) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:56:54.7694787+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:03.7893054+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(PCG_Tomb, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-25T04:57:03.7893054+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 45 Unused Serialized files (Serialized files now loaded: 518) Unloading 12380 unused Assets to reduce memory usage. Loaded Objects now: 1452192. Total: 1035.061500 ms (FindLiveObjects: 114.096700 ms CreateObjectMapping: 132.700300 ms MarkObjects: 776.727300 ms DeleteObjects: 11.534900 ms) 2025-05-25T04:57:05.1207397+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 206.18ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:57:05.4288619+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-25T04:57:05.4288619+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:57:05.4298549+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:57:05.4298549+00:00 Warning Missing static network object index for scene 327. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:57:05.4298549+00:00 Log LoadingScreen.OnSceneLoaded(PCG_Tomb, Additive PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:57:05.4298549+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:57:05.4298549+00:00 Log Storing variant 'WeaverTombs_Default2' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T04:57:05.4597332+00:00 Log LoadingScreen.OnLocalPlayerInitialized(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:57:05.4607306+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:57:06.3473756+00:00 Log Time to Additive load 'PCG_Tomb' 2.64 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:57:06.3697998+00:00 Log Generating level with seed 2774940172, grammar Tombs1 and template TombsOfErased LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:57:06.3814636+00:00 Warning No AutoPoolPreloaderConfiguration found for scene M_M160. Please ensure that the AutoPoolPreloader component of the ZoneManager object has a configuration. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolPreloader:Start() 2025-05-25T04:57:06.6892723+00:00 Log [PCG] Finished in 106.5191ms, with 56188 steps and 28074 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:57:06.7140077+00:00 Log [PCG] Finished in 0.0179ms, with 56197 steps and 28074 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T04:57:07.0587342+00:00 Log LoadingScreen.OnDisable(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:07.0587342+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass60_0:b__0(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line -2026971816] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass60_0:b__0(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line -2026971032] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass60_0:b__0(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line -2026970968] 2025-05-25T04:57:08.2672089+00:00 Log [Minimap] Baking start, nav triangles 6602 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NavMeshToMinimapMesh:Bake(NavMeshTriangulation, OrientedBounds) LE.PCG.<>c__DisplayClass65_0:b__0() Cysharp.Threading.Tasks.d__76:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() System.Threading.ThreadPoolWorkQueue:Dispatch() 2025-05-25T04:57:08.3091251+00:00 Log [Minimap] Loops Found 71 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NavMeshToMinimapMesh:Bake(NavMeshTriangulation, OrientedBounds) LE.PCG.<>c__DisplayClass65_0:b__0() Cysharp.Threading.Tasks.d__76:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() System.Threading.ThreadPoolWorkQueue:Dispatch() 2025-05-25T04:57:08.3101223+00:00 Log [Minimap] Final Mesh 2442 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NavMeshToMinimapMesh:Bake(NavMeshTriangulation, OrientedBounds) LE.PCG.<>c__DisplayClass65_0:b__0() Cysharp.Threading.Tasks.d__76:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() System.Threading.ThreadPoolWorkQueue:Dispatch() 2025-05-25T04:57:08.3801179+00:00 Log PCG_RESULT_INFO: { "Seed": 2774940172, "Grammar": "Tombs1", "Result": "Standard", "Errors": [], "SceneLoadMs": 2644.0, "GenerationTimings": { "TilesetLoadMs": 47.0, "GenerationTimeMs": 288.1827, "TilemapSetupMs": 1.0, "TileResolutionMs": 226.0 }, "GeneratorDataDeserializationMs": 263.9349, "PropPlacementMs": 345.0016, "NavMeshGenMs": 186.2205, "SpawnerPlacementMs": 237.2138, "CollisionBuildMs": 93.7328, "TotalTimeMs": 16478.82 } LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:08.3886086+00:00 Log Resetting the reward lists for 0337173 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__404:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:08.3904049+00:00 Log [QA-464852] Changing Active Scene to 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__404:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:08.4146713+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__404:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:09.3591179+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__404:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:09.4704832+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:09.4704832+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:09.4704832+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:09.4714814+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 2025-05-25T04:57:42.2357602+00:00 Warning No detachment tracker for :: M_M160\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T04:57:45.3524043+00:00 Error MenuIndicatorsManager: Does not implement active check for notification type WeaversTouchAffixUpgraded. at MenuIndicatorsManager#IsIndicatorsPanelActive:96 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) LogOnce:LogError(String, Object, String, String, Int32) MenuIndicatorsManager:IsIndicatorsPanelActive(NotificationType) MenuIndicatorsManager:SetIndicatorActive(NotificationType) PlayerActorSync:ReceiveTriggerNotification(NotificationType, Byte[]) PlayerActorSync:SendTriggerNotification(NotificationType, Byte[]) CharacterMutator:UpgradeRandomWeaversTouchItem() CharacterMutator:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T04:57:48.3270392+00:00 Warning No detachment tracker for :: M_M160\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T04:57:56.2046426+00:00 Log [QA-464852] Changing Active Scene to 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:56.2110240+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:56.2120171+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:56.2199685+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:56.2558993+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:56.3995155+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:57.3429651+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-25T04:57:57.3694514+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-25T04:57:57.3694514+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-25T04:57:57.3694514+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() Attempting to update a disabled Reflection Probe. Action will be ignored. LE.SceneVariantSystem.SceneVariantHelper:RebuildReflectionProbes() LE.SceneVariantSystem.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line -2026967160] 2025-05-25T04:57:57.5111418+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T04:57:57.5111418+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Uploading Crash Report 2025-05-25T04:58:55.3452967+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at ControllerMapsManager.SetRewiredMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager.SetMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) 2025-05-25T04:59:13.9812293+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: Cache Click Listener LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T04:59:14.0518111+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: ANIM_Base_Chest_Close LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OtherInteractableListener:PassOnInteraction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-25T04:59:14.0691758+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: On Opened LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-25T05:00:36.3333616+00:00 Log Idol Enchantment craft started. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:00:36.3722131+00:00 Log CraftIdolEnchantment started: costs 500 memory amber. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemContainersManager:CraftIdolEnchantment() IdolEnchantmentRequestWithResponse:HandleRequest(MessageIdolEnchantmentRequest) RequestWithResponse`2:ReceiveRequest(TRequest) d__13:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) RequestWithResponse`2:SendRequest() d__409:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerActorSync:RequestCraftIdolEnchantment() d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:00:36.3853348+00:00 Log EnchantIdol: Enchanting an idol rolled 7 Weavers Touch. Immediately upgrading 2 tiers from that. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:EnchantIdol(Single) ItemContainersManager:CraftIdolEnchantment() IdolEnchantmentRequestWithResponse:HandleRequest(MessageIdolEnchantmentRequest) RequestWithResponse`2:ReceiveRequest(TRequest) d__13:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) RequestWithResponse`2:SendRequest() d__409:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerActorSync:RequestCraftIdolEnchantment() d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:00:36.3900669+00:00 Log CraftIdolEnchantment: success LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemContainersManager:CraftIdolEnchantment() IdolEnchantmentRequestWithResponse:HandleRequest(MessageIdolEnchantmentRequest) RequestWithResponse`2:ReceiveRequest(TRequest) d__13:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) RequestWithResponse`2:SendRequest() d__409:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerActorSync:RequestCraftIdolEnchantment() d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:00:36.3988050+00:00 Log Idol Enchantment craft succeeded. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:00:41.2453898+00:00 Log [QA-464852] Changing Active Scene to 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.2464160+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.2549152+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.2549152+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.2608637+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.2618613+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.2638836+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.2897865+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.2907842+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:41.3217010+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Attempting to update a disabled Reflection Probe. Action will be ignored. LE.SceneVariantSystem.SceneVariantHelper:RebuildReflectionProbes() LE.SceneVariantSystem.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line -2026967160] 2025-05-25T05:00:42.4481718+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:42.4481718+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:00:53.5068329+00:00 Warning No detachment tracker for :: M_M160\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:01:06.6561348+00:00 Warning PrefabInstancePool for prefab Cold Directional On-Hit vfx (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 31/41 instances. If this occurred during typical gameplay, consider increasing the requested counts. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Transform, Boolean) BaseGenericPrefabInstancePool`1:instantiate(Boolean) BaseGenericAutoPoolSubscriber`2:instantiate(Boolean) HitVfxPool:PlayDirectionalAtPoint(Vector3, Vector3, Single, Boolean) HitVfxManager:playDirectionalVFX(Vector3, DamageTheme, Vector3, Single) ActorSync:g__HandleVFX|366_0(Nullable`1, Nullable`1, <>c__DisplayClass366_0&) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, EventReference, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, EventReference, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-05-25T05:01:06.8635212+00:00 Warning No detachment tracker for :: M_M160\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:01:07.7280638+00:00 Warning PrefabInstancePool for prefab Cold Directional On-Hit vfx (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 37/47 instances. If this occurred during typical gameplay, consider increasing the requested counts. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:01:30.5948265+00:00 Warning No detachment tracker for :: M_M160\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:01:31.2311074+00:00 Warning No detachment tracker for :: M_M160\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:01:31.4930953+00:00 Warning No detachment tracker for :: M_M160\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:01:34.2960077+00:00 Log Weaver Node 21: EchoWebNoArenaEchoes effect triggered - (1/68 nodes were triggered this session) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.WeaverTreeNodesExtensions:LogOnceNodeEffectIsWorking(WeaverTreeNodeEffect, String) LE.Factions.WeaverTreeNodesExtensions:OverrideEchoTypes(Actor, Int32, List`1&) EchoWeb:getIslandTypeForNewIsland(Int32, HashSet`1) EchoWeb:generateNewIsland(Int32) EchoWeb:revealASubsequentIsland(EchoWebIsland) EchoWeb:revealSubsequentConnections(EchoWebIsland, Boolean, Int32) EchoWeb:RevealSubsequentConnectionsOfConnectedIslands(EchoWebIsland) EchoWeb:OnIslandCompleted(Int32, MonolithRun, SharedMonolithRunsData, Actor) MonolithRunsManager:onEchoIslandCompleted(TimelineID, Int32, Int32) MonolithZoneManager:CompleteObjective(Single, Nullable`1) MonolithZoneManager:onObjectiveEnemyDefeated(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T05:01:34.3199437+00:00 Log Weaver Node 22: EchoWebNoBeaconsMoreSpiders effect triggered (echo web) - (2/68 nodes were triggered this session) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.WeaverTreeNodesExtensions:LogOnceNodeEffectIsWorking(WeaverTreeNodeEffect, String) LE.Factions.WeaverTreeNodesExtensions:OverrideEchoTypes(Actor, Int32, List`1&) EchoWeb:getIslandTypeForNewIsland(Int32, HashSet`1) EchoWeb:generateNewIsland(Int32) EchoWeb:revealASubsequentIsland(EchoWebIsland) EchoWeb:revealSubsequentConnections(EchoWebIsland, Boolean, Int32) EchoWeb:RevealSubsequentConnectionsOfConnectedIslands(EchoWebIsland) EchoWeb:OnIslandCompleted(Int32, MonolithRun, SharedMonolithRunsData, Actor) MonolithRunsManager:onEchoIslandCompleted(TimelineID, Int32, Int32) MonolithZoneManager:CompleteObjective(Single, Nullable`1) MonolithZoneManager:onObjectiveEnemyDefeated(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T05:01:34.3199437+00:00 Log Weaver Node 45: ImprintContainerSpawnMoreWovenEchoesOfType effect triggered (type included in pool) - (3/68 nodes were triggered this session) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.WeaverTreeNodesExtensions:LogOnceNodeEffectIsWorking(WeaverTreeNodeEffect, String) LE.Factions.WeaverTreeNodesExtensions:OverrideEchoTypes(Actor, Int32, List`1&) EchoWeb:getIslandTypeForNewIsland(Int32, HashSet`1) EchoWeb:generateNewIsland(Int32) EchoWeb:revealASubsequentIsland(EchoWebIsland) EchoWeb:revealSubsequentConnections(EchoWebIsland, Boolean, Int32) EchoWeb:RevealSubsequentConnectionsOfConnectedIslands(EchoWebIsland) EchoWeb:OnIslandCompleted(Int32, MonolithRun, SharedMonolithRunsData, Actor) MonolithRunsManager:onEchoIslandCompleted(TimelineID, Int32, Int32) MonolithZoneManager:CompleteObjective(Single, Nullable`1) MonolithZoneManager:onObjectiveEnemyDefeated(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T05:01:34.3209691+00:00 Log Weaver Node 46: ImprintContainerSpawnMoreWovenEchoesOfTypeSecond effect triggered (type included in pool) - (4/68 nodes were triggered this session) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.WeaverTreeNodesExtensions:LogOnceNodeEffectIsWorking(WeaverTreeNodeEffect, String) LE.Factions.WeaverTreeNodesExtensions:OverrideEchoTypes(Actor, Int32, List`1&) EchoWeb:getIslandTypeForNewIsland(Int32, HashSet`1) EchoWeb:generateNewIsland(Int32) EchoWeb:revealASubsequentIsland(EchoWebIsland) EchoWeb:revealSubsequentConnections(EchoWebIsland, Boolean, Int32) EchoWeb:RevealSubsequentConnectionsOfConnectedIslands(EchoWebIsland) EchoWeb:OnIslandCompleted(Int32, MonolithRun, SharedMonolithRunsData, Actor) MonolithRunsManager:onEchoIslandCompleted(TimelineID, Int32, Int32) MonolithZoneManager:CompleteObjective(Single, Nullable`1) MonolithZoneManager:onObjectiveEnemyDefeated(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T05:01:34.3209691+00:00 Log Weaver Node 121: CemeteriesIncreasedSpawnRate effect triggered - (5/68 nodes were triggered this session) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.WeaverTreeNodesExtensions:LogOnceNodeEffectIsWorking(WeaverTreeNodeEffect, String) LE.Factions.WeaverTreeNodesExtensions:IncreaseChanceForSpecificEchoTypes(Actor, Int32, IslandType, Single&, Single) EchoWeb:getIslandTypeForNewIsland(Int32, HashSet`1) EchoWeb:generateNewIsland(Int32) EchoWeb:revealASubsequentIsland(EchoWebIsland) EchoWeb:revealSubsequentConnections(EchoWebIsland, Boolean, Int32) EchoWeb:RevealSubsequentConnectionsOfConnectedIslands(EchoWebIsland) EchoWeb:OnIslandCompleted(Int32, MonolithRun, SharedMonolithRunsData, Actor) MonolithRunsManager:onEchoIslandCompleted(TimelineID, Int32, Int32) MonolithZoneManager:CompleteObjective(Single, Nullable`1) MonolithZoneManager:onObjectiveEnemyDefeated(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T05:01:50.0716287+00:00 Warning No detachment tracker for :: M_M160\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:01:50.0716287+00:00 Warning No detachment tracker for :: M_M160\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:01:58.0870918+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:01:58.0964621+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:01:58.0964621+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'M_M160' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:01:58.0974594+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:01:58.0994542+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:01:58.1742538+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:01:59.4709776+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-25T05:01:59.6359425+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:01:59.6359425+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:01:59.6951355+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-25T05:01:59.7113021+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-25T05:02:27.1948661+00:00 Log Processing Monolith RNG, Seed: 1062979 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:02:27.1948661+00:00 Log Setting mono objective to FindItem LE.Telemetry.ClientLogHandler: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) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:02:27.2208872+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:02:27.2208872+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:02:27.2218849+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:02:30.0315674+00:00 Warning Got 66 lazily-init'd (not-preloaded) pools during scene MonolithHub! ColdCastVFX v_Heartseeker vr_Heartseeker Cold SilverShroudAilmentVFX HasteAilmentVFX ArmourShredAilmentVFX FrailtyAilmentVFX EnrageVFX v_HeorotUniqueBowIcicle Blood Death vfx 01 v_BowPuncture BowPuncturePhysical FrenzyVFX BleedAilmentVFX CriticalVulnerabilityAilmentVFX EmeraldNagasa 03.2 CastingVFX v_DarkQuiver v_Dark Quiver Arrow v_DiamondNagasa 08 GuardianAura v_FrenzySelf PoisonAilmentVFX EmeraldNagasa 04 Tailslash vfx DuskShroudAilmentVFX v_Dark Quiver Buff v_RogueMultishot SilkenCocoonOnDeath Vfx 1 v_SoulOfTheErased Projectile v_Possessed Mod 01 Slow Sparks Dust and Small Pieces 1 DamageBoostVFX ChosenErased 01 NecroOrb Cast VFX v_Possessed Mod 06 Retaliation Laser Indicator v_GuardianAura v_Possessed Mod 02 Spirit Projectile WovenFirstborn 08.1 Spirit Barrage Indicator VFX WovenFirstborn 08.2 Spirit Barrage Explosion VFX v_Rampancy GoldthreadApostle 03 DeathOrb cast Forged Soldier Poison Spin Indicator v_NemesisSoldierPoison 04 PoisonSpin v_NemesisSoldierPoison 03 PoisonProjectile NemesisSoldierPoison 03 Indicator VFX v_Possessed Mod 03 Silk Tongue Forged Soldier Poison Explosion VFX v_NemesisSoldierPoison 04.1 PoisonPool actual v_GoldthreadArachne 02 NecroticSpear v_GoldthreadArachne 02.2 NecroticDoT GoldthreadArachne big explosion v_Fateweaver Atropos (Dual Blades) 03 Necrospin v_Possessed Mod 05 Necrospin v_Possessed Mod 05 Cursed Threads DoT v_DiamondNagasa Champion 07 SkyBeam v_ChosenErased 01 NecroOrb Loot Lizard Item Drop VFX RubyNagasa 05 CastVFX Possessed Mod 04 Necrotic Teleport VFX v_Possessed Mod 04 Weaver Teleport Fateweaver Lachesis (Rapier) 03.1 Fate Write VFX v_Possessed Mod 06.1 Retaliation Laser Damage ShrineExperienceBuffAilmentVFX v_Champion Mod 09 Necrotic Breath v_MerunaSiren Champion 04.05 HydroPumpDelayer MerunaSirenWaveCastVFX v_MerunaSiren Champion 04.1 HydroPump v_MerunaSiren Champion 02 Wave v_HighCritChanceUntilApproached LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__25:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:02:30.1173398+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_M80, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__25:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:02:30.1173398+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__25:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() MonolithTimelinePanelManager:tryAutoTravel(EchoWebIslandUI) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:02:30.1253182+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:02:30.1253182+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:02:30.1273126+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:02:30.1283100+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:02:30.1283100+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:02:30.1283100+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:02:30.1283100+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:02:30.1283100+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:02:30.1496906+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:30.1506904+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 7 Unused Serialized files (Serialized files now loaded: 509) Unloading 5549 unused Assets to reduce memory usage. Loaded Objects now: 1238661. Total: 756.663600 ms (FindLiveObjects: 106.143100 ms CreateObjectMapping: 133.136100 ms MarkObjects: 505.704200 ms DeleteObjects: 11.679700 ms) 2025-05-25T05:02:31.1581817+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 207.64ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:36.7397116+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.7456953+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.7456953+00:00 Warning Missing static network object index for scene 201. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.7476905+00:00 Log LoadingScreen.OnSceneLoaded(M_M80, Additive M_M80) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.7476905+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.7476905+00:00 Log Storing variant 'M_M80_RainyDay' for scene 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.7476905+00:00 Log [QA-464852] Changing Active Scene to 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.7486877+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.7486877+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.8035417+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.8035417+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:36.8484217+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M80) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:36.8484217+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:37.7049808+00:00 Log Time to Additive load 'M_M80' 7.69 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Attempting to update a disabled Reflection Probe. Action will be ignored. LE.SceneVariantSystem.SceneVariantHelper:RebuildReflectionProbes() LE.SceneVariantSystem.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line -2026967160] 2025-05-25T05:02:40.0644452+00:00 Log LoadingScreen.OnDisable(M_M80) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:40.0644452+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:40.1632097+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(PCG_Tomb, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-25T05:02:40.1632097+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass27_0:g__Load|2() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 47 Unused Serialized files (Serialized files now loaded: 513) Unloading 5079 unused Assets to reduce memory usage. Loaded Objects now: 1470422. Total: 779.742400 ms (FindLiveObjects: 117.532600 ms CreateObjectMapping: 133.178200 ms MarkObjects: 520.851100 ms DeleteObjects: 8.180100 ms) 2025-05-25T05:02:41.2787293+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 225.83ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:41.3712333+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-25T05:02:41.3712333+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:41.3721684+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:41.3721684+00:00 Warning Missing static network object index for scene 327. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:41.3721684+00:00 Log LoadingScreen.OnSceneLoaded(PCG_Tomb, Additive PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:41.3721684+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:41.3721684+00:00 Log Storing variant 'WeaverTombs_Default3' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-25T05:02:41.3831386+00:00 Log LoadingScreen.OnLocalPlayerInitialized(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:41.3831386+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:42.3580735+00:00 Log Time to Additive load 'PCG_Tomb' 2.29 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:42.3591248+00:00 Log Generating level with seed 1291108924, grammar Tombs2 and template TombsOfErased LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:42.3691359+00:00 Log [PCG] Finished in 4.0666ms, with 2510 steps and 1233 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() LE.PCG.LevelBaker:BakeLevel(RandomRef, UInt32, Grammar, LevelTemplate, Single) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:42.3700690+00:00 Log [PCG] Finished in 0.0209ms, with 2520 steps and 1233 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() LE.PCG.LevelBaker:BakeLevel(RandomRef, UInt32, Grammar, LevelTemplate, Single) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-25T05:02:42.6029222+00:00 Warning No AutoPoolPreloaderConfiguration found for scene M_M80. Please ensure that the AutoPoolPreloader component of the ZoneManager object has a configuration. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolPreloader:Start() 2025-05-25T05:02:42.7829446+00:00 Log LoadingScreen.OnDisable(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:42.7839397+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass60_0:b__0(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line -2026971816] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass60_0:b__0(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line -2026971032] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass60_0:b__0(AsyncOperationHandle`1) 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.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line -2026970968] 2025-05-25T05:02:43.2305293+00:00 Log [Minimap] Baking start, nav triangles 8105 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NavMeshToMinimapMesh:Bake(NavMeshTriangulation, OrientedBounds) LE.PCG.<>c__DisplayClass65_0:b__0() Cysharp.Threading.Tasks.d__76:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() System.Threading.ThreadPoolWorkQueue:Dispatch() 2025-05-25T05:02:43.2445199+00:00 Log [Minimap] Loops Found 59 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NavMeshToMinimapMesh:Bake(NavMeshTriangulation, OrientedBounds) LE.PCG.<>c__DisplayClass65_0:b__0() Cysharp.Threading.Tasks.d__76:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() System.Threading.ThreadPoolWorkQueue:Dispatch() 2025-05-25T05:02:43.2445199+00:00 Log [Minimap] Final Mesh 2765 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NavMeshToMinimapMesh:Bake(NavMeshTriangulation, OrientedBounds) LE.PCG.<>c__DisplayClass65_0:b__0() Cysharp.Threading.Tasks.d__76:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() System.Threading.ThreadPoolWorkQueue:Dispatch() 2025-05-25T05:02:43.3076556+00:00 Log PCG_RESULT_INFO: { "Seed": 1291108924, "Grammar": "Tombs2", "Result": "Standard", "Errors": [], "SceneLoadMs": 2292.0, "GenerationTimings": { "TilesetLoadMs": 0.0, "GenerationTimeMs": 10.9122, "TilemapSetupMs": 2.0, "TileResolutionMs": 228.0 }, "GeneratorDataDeserializationMs": 25.8556, "PropPlacementMs": 226.5816, "NavMeshGenMs": 93.6139, "SpawnerPlacementMs": 106.3328, "CollisionBuildMs": 110.8617, "TotalTimeMs": 5550.96436 } LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:43.3076556+00:00 Log Resetting the reward lists for 0337173 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__404:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:43.3086531+00:00 Log [QA-464852] Changing Active Scene to 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__404:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:43.3186265+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__404:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:44.3677772+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__404:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) UnityEngine.ResourceManagement.<>c__DisplayClass95_0`1:b__1(AsyncOperationHandle) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:44.4272558+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:44.4272558+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:44.4272558+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:02:44.4282529+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 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:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026969608] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line -2026968920] 2025-05-25T05:03:07.7942561+00:00 Warning No detachment tracker for :: M_M80\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:03:07.7942561+00:00 Warning No detachment tracker for :: M_M80\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:03:07.8331524+00:00 Warning No detachment tracker for :: M_M80\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:03:07.8331524+00:00 Warning No detachment tracker for :: M_M80\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:03:07.9618081+00:00 Warning No detachment tracker for :: M_M80\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:03:07.9618081+00:00 Warning No detachment tracker for :: M_M80\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:03:14.9900217+00:00 Warning PrefabInstancePool for prefab Cold Directional On-Hit vfx (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 38/48 instances. If this occurred during typical gameplay, consider increasing the requested counts. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Transform, Boolean) BaseGenericPrefabInstancePool`1:instantiate(Boolean) BaseGenericAutoPoolSubscriber`2:instantiate(Boolean) HitVfxPool:PlayDirectionalAtPoint(Vector3, Vector3, Single, Boolean) HitVfxManager:playDirectionalVFX(Vector3, DamageTheme, Vector3, Single) ActorSync:g__HandleVFX|366_0(Nullable`1, Nullable`1, <>c__DisplayClass366_0&) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, EventReference, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, EventReference, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-05-25T05:03:15.9895414+00:00 Warning PrefabInstancePool for prefab Cold Directional On-Hit vfx (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 39/49 instances. If this occurred during typical gameplay, consider increasing the requested counts. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:10.3431852+00:00 Log [QA-464852] Changing Active Scene to 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:10.3481773+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:10.3481773+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M80' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:10.3561327+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:10.4060553+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:10.5671727+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:11.6195506+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-25T05:04:11.6195506+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-25T05:04:11.6195506+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-25T05:04:11.6195506+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-25T05:04:11.6580302+00:00 Log [QA-464852] Changing Active Scene to 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:11.6760085+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:11.6760085+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Attempting to update a disabled Reflection Probe. Action will be ignored. LE.SceneVariantSystem.SceneVariantHelper:RebuildReflectionProbes() LE.SceneVariantSystem.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line -2026967160] 2025-05-25T05:04:12.8167709+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:12.8167709+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:04:14.6910382+00:00 Log Rune prison opened. Spawning 1 mages LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) RunePrison:Open() RandomEncounterManager:AttemptOpenRunePrisonOnServer(UInt32) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:04:56.7324789+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:04:56.8335284+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:04:59.4754031+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:04:59.5831142+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:04:59.5831142+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:04:59.7775436+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:01.7934757+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: Cache Click Listener LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:05:01.8473928+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: ANIM_Base_Chest_Close LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OtherInteractableListener:PassOnInteraction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-25T05:05:01.8473928+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: On Opened LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-25T05:05:09.6895945+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:10.6773502+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:11.1649284+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:12.4007635+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:15.6290094+00:00 Log Factions Panel - Opening faction panel, closeOverlapping = True, skipEvent = False LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:15.6503655+00:00 Log Factions Panel - LastFactionPanel player pref is TheWeaver LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:15.6934699+00:00 Log Factions Panel - Opened faction subpanel LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:TryShowRankPanel(FactionID, Boolean, Boolean) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:15.6944649+00:00 Log Factions Panel - Opened faction panel TheWeaver LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:18.8327201+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:21.1109247+00:00 Log Factions Panel - Opening faction panel, closeOverlapping = True, skipEvent = False LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:21.1109247+00:00 Log Factions Panel - LastFactionPanel player pref is TheWeaver LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:21.1199001+00:00 Log Factions Panel - Opened faction subpanel LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:TryShowRankPanel(FactionID, Boolean, Boolean) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:21.1199001+00:00 Log Factions Panel - Opened faction panel TheWeaver LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:23.6873550+00:00 Log Factions Panel - Opening faction panel, closeOverlapping = True, skipEvent = False LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:23.6883803+00:00 Log Factions Panel - LastFactionPanel player pref is TheWeaver LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:23.6973561+00:00 Log Factions Panel - Opened faction subpanel LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:TryShowRankPanel(FactionID, Boolean, Boolean) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:23.6973561+00:00 Log Factions Panel - Opened faction panel TheWeaver LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:24.7066738+00:00 Log Factions Panel - Opened faction subpanel LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:05:26.1794622+00:00 Log Factions Panel - Opened faction subpanel LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:TryShowRankPanel(FactionID, Boolean, Boolean) LE.Factions.FactionPanel:OnFactionPrimaryButtonClicked(FactionID) LE.Factions.FactionTile:b__23_1() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:05:31.4295928+00:00 Log Factions Panel - Opening faction panel, closeOverlapping = True, skipEvent = False LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:31.4305907+00:00 Log Factions Panel - LastFactionPanel player pref is CircleOfFortune LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:31.4405639+00:00 Log Factions Panel - Opened faction subpanel LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:TryShowRankPanel(FactionID, Boolean, Boolean) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:31.4405639+00:00 Log Factions Panel - Opened faction panel CircleOfFortune LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionButtonPressed() UIBase:FactionsKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() 2025-05-25T05:05:52.1105729+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:52.5969185+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:52.6717154+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:52.9132595+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:52.9481645+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:05:53.6410371+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:13.0708048+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:13.1911395+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:13.1911395+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:25.7524905+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:27.6721279+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:27.7294574+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:28.7050470+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:34.3753324+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:36.0086822+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:36.1612455+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:06:36.5403863+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:18.8413266+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:19.5133885+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:19.6673799+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:20.1268777+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:21.3193093+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:21.8718125+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:22.3212421+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:23.0650202+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:23.1497987+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:32.9612379+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:36.5855278+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:37.6951544+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:39.9078277+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:40.7855203+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:42.2584300+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:43.7752738+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:45.1728161+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:48.0565462+00:00 Warning PrefabInstancePool for prefab Cold Directional On-Hit vfx (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 40/50 instances. If this occurred during typical gameplay, consider increasing the requested counts. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Transform, Boolean) BaseGenericPrefabInstancePool`1:instantiate(Boolean) BaseGenericAutoPoolSubscriber`2:instantiate(Boolean) HitVfxPool:PlayDirectionalAtPoint(Vector3, Vector3, Single, Boolean) HitVfxManager:playDirectionalVFX(Vector3, DamageTheme, Vector3, Single) ActorSync:g__HandleVFX|366_0(Nullable`1, Nullable`1, <>c__DisplayClass366_0&) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, EventReference, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEvent(Nullable`1, Nullable`1, EventReference, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-05-25T05:21:48.8786347+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:48.9634074+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:49.0058800+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:49.0667163+00:00 Warning PrefabInstancePool for prefab Cold Directional On-Hit vfx (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 45/55 instances. If this occurred during typical gameplay, consider increasing the requested counts. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T05:21:49.4094528+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:49.4899530+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:49.5926763+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:50.2857327+00:00 Warning No detachment tracker for :: PCG_Tomb\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:21:50.2857327+00:00 Warning No detachment tracker for :: PCG_Tomb\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:05.5365232+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: Cache Click Listener LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T05:22:05.5943941+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: ANIM_Base_Chest_Close LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OtherInteractableListener:PassOnInteraction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-25T05:22:05.5953892+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: On Opened LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-25T05:22:11.7111888+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:11.7690429+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:11.8275563+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:18.4512783+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:18.5925058+00:00 Warning No detachment tracker for :: PCG_Tomb\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:18.5935033+00:00 Warning No detachment tracker for :: PCG_Tomb\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:21.8502296+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:22.1860571+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:32.2262594+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:32.4067998+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:22:32.5665506+00:00 Warning No detachment tracker for :: PCG_Tomb\vfx to detach LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T05:23:01.0171016+00:00 Log Idol Enchantment craft started. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:23:01.0171016+00:00 Log CraftIdolEnchantment started: costs 500 memory amber. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemContainersManager:CraftIdolEnchantment() IdolEnchantmentRequestWithResponse:HandleRequest(MessageIdolEnchantmentRequest) RequestWithResponse`2:ReceiveRequest(TRequest) d__13:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) RequestWithResponse`2:SendRequest() d__409:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerActorSync:RequestCraftIdolEnchantment() d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:23:01.0181225+00:00 Log EnchantIdol: Enchanting an idol rolled 6 Weavers Touch. Immediately upgrading 3 tiers from that. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:EnchantIdol(Single) ItemContainersManager:CraftIdolEnchantment() IdolEnchantmentRequestWithResponse:HandleRequest(MessageIdolEnchantmentRequest) RequestWithResponse`2:ReceiveRequest(TRequest) d__13:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) RequestWithResponse`2:SendRequest() d__409:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerActorSync:RequestCraftIdolEnchantment() d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:23:01.0191198+00:00 Log CraftIdolEnchantment: success LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemContainersManager:CraftIdolEnchantment() IdolEnchantmentRequestWithResponse:HandleRequest(MessageIdolEnchantmentRequest) RequestWithResponse`2:ReceiveRequest(TRequest) d__13:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) RequestWithResponse`2:SendRequest() d__409:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerActorSync:RequestCraftIdolEnchantment() d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T05:23:01.0191198+00:00 Log Idol Enchantment craft succeeded. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) IdolEnchantmentCraftingUI:Craft() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() 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:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-25T06:10:37.7322604+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.7362471+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.7561937+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.7571909+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.7681625+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.7691589+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.7711538+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.7741465+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.7761127+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:37.8637907+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-25T06:10:39.1563979+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-25T06:10:39.8008709+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T06:10:39.8008709+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-25T06:10:39.8835630+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-25T06:10:39.8835630+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() Uploading Crash Report 2025-05-25T06:10:49.1786942+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at DifficultyManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.1867422+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.1867422+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.1876967+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.1876967+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.1876967+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.1886960+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.1906910+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at CraftingMaterialsPanelUI.OnLateUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnLateUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:LateUpdate() Uploading Crash Report 2025-05-25T06:10:49.2069026+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at DifficultyManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2079240+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2089211+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2089211+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2089211+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2089211+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2098952+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2158789+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at CraftingMaterialsPanelUI.OnLateUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnLateUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:LateUpdate() Uploading Crash Report 2025-05-25T06:10:49.2318932+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at DifficultyManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2328705+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2328705+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2338643+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2338643+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2338643+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2338643+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2358158+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at CraftingMaterialsPanelUI.OnLateUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnLateUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:LateUpdate() Uploading Crash Report 2025-05-25T06:10:49.2438248+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at DifficultyManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2448229+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2448229+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2448229+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2448229+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2458022+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2458022+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2477857+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at CraftingMaterialsPanelUI.OnLateUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnLateUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:LateUpdate() Uploading Crash Report 2025-05-25T06:10:49.2597538+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at DifficultyManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2607510+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2607510+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2607510+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2617481+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2617481+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-25T06:10:49.2617481+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at InputCharacterForAction.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-05-25T06:10:49.2637438+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at CraftingMaterialsPanelUI.OnLateUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnLateUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:LateUpdate() Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report Uploading Crash Report 2025-05-25T06:10:50.2072267+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2072267+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2072267+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2081968+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2081968+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2081968+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_Champion Mod 09 Necrotic Breath(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2172002+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_VoidfusedArmor Champion 09 VoidWeaponUpheaval(Clone)\Decal LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2181983+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\PaladinVoidCultist 07.2 Explosion VFX(Clone)\Decal LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2181983+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\PaladinVoidCultist 07.2 Explosion VFX(Clone)\Decal LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2191974+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-25T06:10:50.2191974+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() Memory Statistics: [ALLOC_TEMP_TLS] TLS Allocator StackAllocators : [ALLOC_TEMP_MAIN] Peak usage frame count: [16.0 KB-32.0 KB]: 68 frames, [32.0 KB-64.0 KB]: 98616 frames, [256.0 KB-0.5 MB]: 9326 frames, [0.5 MB-1.0 MB]: 73843 frames, [1.0 MB-2.0 MB]: 945 frames, [2.0 MB-4.0 MB]: 22 frames, [4.0 MB-8.0 MB]: 41 frames Initial Block Size 4.0 MB Current Block Size 8.0 MB Peak Allocated Bytes 7.8 MB Overflow Count 9854 [ALLOC_TEMP_Loading.AsyncRead] Initial Block Size 64.0 KB Current Block Size 128.0 KB Peak Allocated Bytes 128.0 KB Overflow Count 7 [ALLOC_TEMP_Loading.PreloadManager] Initial Block Size 256.0 KB Current Block Size 0.5 MB Peak Allocated Bytes 511.9 KB Overflow Count 295037 [ALLOC_TEMP_Background Job.Worker 8] Initial Block Size 32.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 60.1 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 6] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 78.6 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 0] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 77.6 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 10] Initial Block Size 32.0 KB Current Block Size 60.0 KB Peak Allocated Bytes 56.9 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 9] Initial Block Size 32.0 KB Current Block Size 52.0 KB Peak Allocated Bytes 49.7 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 5] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 79.0 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 14] Initial Block Size 32.0 KB Current Block Size 60.0 KB Peak Allocated Bytes 56.1 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 6] Initial Block Size 32.0 KB Current Block Size 60.0 KB Peak Allocated Bytes 57.6 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 4] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 87.2 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 3] Initial Block Size 256.0 KB Current Block Size 288.0 KB Peak Allocated Bytes 283.6 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 12] Initial Block Size 32.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 60.4 KB Overflow Count 0 [ALLOC_TEMP_EnlightenWorker] x 6 Initial Block Size 64.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 54 B Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 15] Initial Block Size 32.0 KB Current Block Size 48.0 KB Peak Allocated Bytes 44.8 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 1] Initial Block Size 32.0 KB Current Block Size 48.0 KB Peak Allocated Bytes 47.4 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 2] Initial Block Size 32.0 KB Current Block Size 56.0 KB Peak Allocated Bytes 53.7 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 7] Initial Block Size 32.0 KB Current Block Size 60.0 KB Peak Allocated Bytes 56.9 KB Overflow Count 1 [ALLOC_TEMP_UnityGfxDeviceWorker] Initial Block Size 256.0 KB Current Block Size 0.5 MB Peak Allocated Bytes 511.6 KB Overflow Count 6 [ALLOC_TEMP_AssetGarbageCollectorHelper] x 11 Initial Block Size 64.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 0 B Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 5] Initial Block Size 32.0 KB Current Block Size 60.0 KB Peak Allocated Bytes 58.5 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 9] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 77.3 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 13] Initial Block Size 32.0 KB Current Block Size 60.0 KB Peak Allocated Bytes 58.6 KB Overflow Count 1 [ALLOC_TEMP_Job.Worker 8] Initial Block Size 256.0 KB Current Block Size 280.0 KB Peak Allocated Bytes 277.1 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 7] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 79.4 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 1] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 78.5 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 2] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 78.6 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 3] Initial Block Size 32.0 KB Current Block Size 56.0 KB Peak Allocated Bytes 54.6 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 11] Initial Block Size 32.0 KB Current Block Size 36.0 KB Peak Allocated Bytes 35.5 KB Overflow Count 0 [ALLOC_TEMP_Job.Worker 10] Initial Block Size 256.0 KB Current Block Size 256.0 KB Peak Allocated Bytes 87.2 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 0] Initial Block Size 32.0 KB Current Block Size 44.0 KB Peak Allocated Bytes 40.7 KB Overflow Count 0 [ALLOC_TEMP_CloudJob.Worker 0] Initial Block Size 32.0 KB Current Block Size 32.0 KB Peak Allocated Bytes 3.3 KB Overflow Count 0 [ALLOC_TEMP_Background Job.Worker 4] Initial Block Size 32.0 KB Current Block Size 52.0 KB Peak Allocated Bytes 51.4 KB Overflow Count 0 [ALLOC_TEMP_BatchDeleteObjects] Initial Block Size 64.0 KB Current Block Size 64.0 KB Peak Allocated Bytes 54 B Overflow Count 0 [ALLOC_DEFAULT] Dual Thread Allocator Peak main deferred allocation count 476597 [ALLOC_BUCKET] Large Block size 4.0 MB Used Block count 1 Peak Allocated bytes 4.0 MB Failed Allocations. Bucket layout: 16B: 154 Subsections = 157696 buckets. Failed count: 6135277 32B: 18 Subsections = 9216 buckets. Failed count: 9256160 48B: 21 Subsections = 7168 buckets. Failed count: 11162312 64B: 25 Subsections = 6400 buckets. Failed count: 11480903 80B: 30 Subsections = 6144 buckets. Failed count: 1303836 96B: 4 Subsections = 682 buckets. Failed count: 633534 112B: 2 Subsections = 292 buckets. Failed count: 3146728 128B: 2 Subsections = 256 buckets. Failed count: 1480047 [ALLOC_DEFAULT_MAIN] Peak usage frame count: [64.0 MB-128.0 MB]: 1 frames, [128.0 MB-256.0 MB]: 642 frames, [256.0 MB-0.50 GB]: 19657 frames, [0.50 GB-1.00 GB]: 162561 frames Requested Block Size 16.0 MB Peak Block count 52 Peak Allocated memory 0.85 GB Peak Large allocation bytes 249.8 MB [ALLOC_DEFAULT_THREAD] Peak usage frame count: [64.0 MB-128.0 MB]: 1 frames, [128.0 MB-256.0 MB]: 182859 frames, [256.0 MB-0.50 GB]: 1 frames Requested Block Size 16.0 MB Peak Block count 13 Peak Allocated memory 382.6 MB Peak Large allocation bytes 320.9 MB [ALLOC_TEMP_JOB_1_FRAME] Initial Block Size 2.0 MB Used Block Count 1 Overflow Count (too large) 0 Overflow Count (full) 0 [ALLOC_TEMP_JOB_2_FRAMES] Initial Block Size 2.0 MB Used Block Count 1 Overflow Count (too large) 0 Overflow Count (full) 0 [ALLOC_TEMP_JOB_4_FRAMES (JobTemp)] Initial Block Size 2.0 MB Used Block Count 47 Overflow Count (too large) 23 Overflow Count (full) 0 [ALLOC_TEMP_JOB_ASYNC (Background)] Initial Block Size 1.0 MB Used Block Count 30 Overflow Count (too large) 49 Overflow Count (full) 0 [ALLOC_GFX] Dual Thread Allocator Peak main deferred allocation count 103 [ALLOC_BUCKET] Large Block size 4.0 MB Used Block count 1 Peak Allocated bytes 4.0 MB Failed Allocations. Bucket layout: 16B: 154 Subsections = 157696 buckets. Failed count: 6135277 32B: 18 Subsections = 9216 buckets. Failed count: 9256160 48B: 21 Subsections = 7168 buckets. Failed count: 11162312 64B: 25 Subsections = 6400 buckets. Failed count: 11480903 80B: 30 Subsections = 6144 buckets. Failed count: 1303836 96B: 4 Subsections = 682 buckets. Failed count: 633534 112B: 2 Subsections = 292 buckets. Failed count: 3146728 128B: 2 Subsections = 256 buckets. Failed count: 1480047 [ALLOC_GFX_MAIN] Peak usage frame count: [32.0 MB-64.0 MB]: 9322 frames, [64.0 MB-128.0 MB]: 173539 frames Requested Block Size 16.0 MB Peak Block count 6 Peak Allocated memory 91.8 MB Peak Large allocation bytes 0 B [ALLOC_GFX_THREAD] Peak usage frame count: [128.0 KB-256.0 KB]: 1 frames, [64.0 MB-128.0 MB]: 80370 frames, [128.0 MB-256.0 MB]: 102490 frames Requested Block Size 16.0 MB Peak Block count 12 Peak Allocated memory 189.7 MB Peak Large allocation bytes 21.3 MB [ALLOC_CACHEOBJECTS] Dual Thread Allocator Peak main deferred allocation count 803055 [ALLOC_BUCKET] Large Block size 4.0 MB Used Block count 1 Peak Allocated bytes 4.0 MB Failed Allocations. Bucket layout: 16B: 154 Subsections = 157696 buckets. Failed count: 6135277 32B: 18 Subsections = 9216 buckets. Failed count: 9256160 48B: 21 Subsections = 7168 buckets. Failed count: 11162312 64B: 25 Subsections = 6400 buckets. Failed count: 11480903 80B: 30 Subsections = 6144 buckets. Failed count: 1303836 96B: 4 Subsections = 682 buckets. Failed count: 633534 112B: 2 Subsections = 292 buckets. Failed count: 3146728 128B: 2 Subsections = 256 buckets. Failed count: 1480047 [ALLOC_CACHEOBJECTS_MAIN] Peak usage frame count: [1.00 GB-2.00 GB]: 182861 frames Requested Block Size 4.0 MB Peak Block count 388 Peak Allocated memory 1.42 GB Peak Large allocation bytes 0.96 GB [ALLOC_CACHEOBJECTS_THREAD] Peak usage frame count: [8.0 MB-16.0 MB]: 1 frames, [1.00 GB-2.00 GB]: 182860 frames Requested Block Size 4.0 MB Peak Block count 448 Peak Allocated memory 1.97 GB Peak Large allocation bytes 500.2 MB [ALLOC_TYPETREE] Dual Thread Allocator Peak main deferred allocation count 0 [ALLOC_BUCKET] Large Block size 4.0 MB Used Block count 1 Peak Allocated bytes 4.0 MB Failed Allocations. Bucket layout: 16B: 154 Subsections = 157696 buckets. Failed count: 6135277 32B: 18 Subsections = 9216 buckets. Failed count: 9256160 48B: 21 Subsections = 7168 buckets. Failed count: 11162312 64B: 25 Subsections = 6400 buckets. Failed count: 11480903 80B: 30 Subsections = 6144 buckets. Failed count: 1303836 96B: 4 Subsections = 682 buckets. Failed count: 633534 112B: 2 Subsections = 292 buckets. Failed count: 3146728 128B: 2 Subsections = 256 buckets. Failed count: 1480047 [ALLOC_TYPETREE_MAIN] Peak usage frame count: [64.0 KB-128.0 KB]: 1 frames, [128.0 KB-256.0 KB]: 9320 frames, [256.0 KB-0.5 MB]: 173540 frames Requested Block Size 2.0 MB Peak Block count 1 Peak Allocated memory 292.2 KB Peak Large allocation bytes 0 B [ALLOC_TYPETREE_THREAD] Peak usage frame count: [32.0 KB-64.0 KB]: 1 frames, [8.0 MB-16.0 MB]: 8517 frames, [16.0 MB-32.0 MB]: 174343 frames Requested Block Size 2.0 MB Peak Block count 14 Peak Allocated memory 26.2 MB Peak Large allocation bytes 0 B