Initialize engine version: 2019.4.40f1 (ffc62b691db5) [Subsystems] Discovering subsystems at path E:/Program Files (x86)/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 1060 (ID=0x1c20) Vendor: VRAM: 6043 MB Driver: 31.0.15.3667 The referenced script (WFX_LightCurves) on this Behaviour is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 199] (Filename: Line: 199) The referenced script (WFX_LightCurves) on this Behaviour is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 199] (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'Point light') is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'Point light') is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 334] (Filename: Line: 334) Command line options: IsDiagnosticLoggingEnabled = False ConnectDirectlyToGameServer = False DisableAutoLoginWithSteam = False GraphicsOptionsFile = UseLidgren = False OfflineMode = True GameServerIP = GameServerPort = PlayFabTitleId = LidgrenPort = EnableQueues = False UseNativeProfiler = False NativeProfilerConfig = Profile = UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Core.CommandLine:GetCommandLineOptions(IEnumerable`1) System.Func`1:Invoke() System.Lazy`1:CreateValue() System.Lazy`1:LazyInitValue() System.Lazy`1:get_Value() EHG.Multiplayer.GameplayEnvironment:.cctor() VFXManager:BuildLookupTables() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Instantiation] Loaded Serializers: UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer ChanceToDamageEnemyWhenHit - LE.Caching.CustomSerializers.ChanceToDamageEnemyWhenHitSerializer DamageAllyOnHit - LE.Caching.CustomSerializers.DamageAllyOnHitSerializer DamageCreatorMinionOnHit - LE.Caching.CustomSerializers.DamageCreatorMinionOnHitSerializer DamageEnemiesWithBeam - LE.Caching.CustomSerializers.DamageEnemiesWithBeamSerializer DamageEnemyOnHit - LE.Caching.CustomSerializers.DamageEnemyOnHitSerializer OnDeathStatusDamage - LE.Caching.CustomSerializers.OnDeathStatusDamageSerializer RepeatedlyDamageEnemiesWithinArc - LE.Caching.CustomSerializers.RepeatedlyDamageEnemiesWithinArcSerializer RepeatedlyDamageEnemiesWithinRadius - LE.Caching.CustomSerializers.RepeatedlyDamageEnemiesWithinRadiusSerializer RepeatedlyDamageParent - LE.Caching.CustomSerializers.RepeatedlyDamageParentSerializer StatusDamage - LE.Caching.CustomSerializers.StatusDamageSerializer UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer HitSoundReceiver - Generated.HitSoundReceiverSerializerGenerated PlaySoundOnHit - Generated.PlaySoundOnHitSerializerGenerated HitSoundEmitter - Generated.HitSoundEmitterSerializerGenerated SelfDestroyer - Generated.SelfDestroyerSerializerGenerated DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated RotatesToAngle - Generated.RotatesToAngleSerializerGenerated DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated StartsAtTarget - Generated.StartsAtTargetSerializerGenerated StartForwardsFromCreator - Generated.StartForwardsFromCreatorSerializerGenerated VelocityForDuration - Generated.VelocityForDurationSerializerGenerated RFX4_Turbulence - Generated.RFX4_TurbulenceSerializerGenerated ConstantRotation - Generated.ConstantRotationSerializerGenerated SceneObjectIndicator - Generated.SceneObjectIndicatorSerializerGenerated SubObjectsStretchToLocationCreatedFrom - Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated ActivateChildAfterRandomDuration - Generated.ActivateChildAfterRandomDurationSerializerGenerated TextureTilingOnScale - Generated.TextureTilingOnScaleSerializerGenerated RFX4_ShaderFloatCurve - Generated.RFX4_ShaderFloatCurveSerializerGenerated ActivateObjectsAfterDuration - Generated.ActivateObjectsAfterDurationSerializerGenerated RepeatedlyLookAtTransform - Generated.RepeatedlyLookAtTransformSerializerGenerated FT_LineHitPoint - Generated.FT_LineHitPointSerializerGenerated FT_LineRender - Generated.FT_LineRenderSerializerGenerated StartsTowardsTarget - Generated.StartsTowardsTargetSerializerGenerated CreateOnDeath - Generated.CreateOnDeathSerializerGenerated StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated ExtraProjectiles - Generated.ExtraProjectilesSerializerGenerated RaycastAbilityMover - Generated.RaycastAbilityMoverSerializerGenerated AbilityObjectIndicator - Generated.AbilityObjectIndicatorSerializerGenerated AlignmentManager - Generated.AlignmentManagerSerializerGenerated HitDetector - Generated.HitDetectorSerializerGenerated DestroyOnInanimateCollison - Generated.DestroyOnInanimateCollisonSerializerGenerated DestroyOnFailingToPierceEnemy - Generated.DestroyOnFailingToPierceEnemySerializerGenerated CreationReferences - Generated.CreationReferencesSerializerGenerated LocationDetector - Generated.LocationDetectorSerializerGenerated AbilityObjectConstructor - Generated.AbilityObjectConstructorSerializerGenerated AttachAttachableOnEnemyHit - Generated.AttachAttachableOnEnemyHitSerializerGenerated ChanceToApplyAilmentsOnHit - Generated.ChanceToApplyAilmentsOnHitSerializerGenerated AbilityMover - Generated.AbilityMoverSerializerGenerated Stats - Generated.StatsSerializerGenerated CastAfterDuration - Generated.CastAfterDurationSerializerGenerated DestroyIfCasterDisabled - Generated.DestroyIfCasterDisabledSerializerGenerated DestroyIfCasterExistsUsingAbilityState - Generated.DestroyIfCasterExistsUsingAbilityStateSerializerGenerated CreateVfxOnDeath - Generated.CreateVfxOnDeathSerializerGenerated ShakeScreenOnDeath - Generated.ShakeScreenOnDeathSerializerGenerated ShakeScreenOnHit - Generated.ShakeScreenOnHitSerializerGenerated HomingMovement - Generated.HomingMovementSerializerGenerated CreateAbilityObjectOnDeath - Generated.CreateAbilityObjectOnDeathSerializerGenerated ChangeDamageModifierOverTime - Generated.ChangeDamageModifierOverTimeSerializerGenerated ShakeScreenOnEnable - Generated.ShakeScreenOnEnableSerializerGenerated CreateAbilityObjectOnNewAllyHit - Generated.CreateAbilityObjectOnNewAllyHitSerializerGenerated CreateAbilityObjectOnNewEnemtHit - Generated.CreateAbilityObjectOnNewEnemtHitSerializerGenerated AbyssalEchoesMutator - Generated.AbyssalEchoesMutatorSerializerGenerated Pierce - Generated.PierceSerializerGenerated RestoreLuminanceWhenReachedTarget - Generated.RestoreLuminanceWhenReachedTargetSerializerGenerated MoveTowardsCreator - Generated.MoveTowardsCreatorSerializerGenerated IlluminateEnemiesOnHit - Generated.IlluminateEnemiesOnHitSerializerGenerated RepeatedlyToggleColliders - Generated.RepeatedlyToggleCollidersSerializerGenerated AttachToCreatorOnCreation - Generated.AttachToCreatorOnCreationSerializerGenerated DestroySelfOnParentDeath - Generated.DestroySelfOnParentDeathSerializerGenerated SendEnemiesForwardInTimeOnHit - Generated.SendEnemiesForwardInTimeOnHitSerializerGenerated BuffParent - Generated.BuffParentSerializerGenerated Stance - Generated.StanceSerializerGenerated BuffCreatorAfterDuration - Generated.BuffCreatorAfterDurationSerializerGenerated ConditionHandler - Generated.ConditionHandlerSerializerGenerated ApplyAilmentToCreator - Generated.ApplyAilmentToCreatorSerializerGenerated CleanseAilmentsOnDeath - Generated.CleanseAilmentsOnDeathSerializerGenerated MoveToNearestEnemyOnCreation - Generated.MoveToNearestEnemyOnCreationSerializerGenerated CreateAtTargetLocationOnCreation - Generated.CreateAtTargetLocationOnCreationSerializerGenerated AbilityParabolicMovement - Generated.AbilityParabolicMovementSerializerGenerated RepeatedlyAbsorbMinion - Generated.RepeatedlyAbsorbMinionSerializerGenerated SummonEntityOnDeath - Generated.SummonEntityOnDeathSerializerGenerated BuffCreator - Generated.BuffCreatorSerializerGenerated ExistsWhileChannelling - Generated.ExistsWhileChannellingSerializerGenerated AssembleAbominationAdapter - Generated.AssembleAbominationAdapterSerializerGenerated BuffOnAllyHit - Generated.BuffOnAllyHitSerializerGenerated AttachRefreshableVFXOnHit - Generated.AttachRefreshableVFXOnHitSerializerGenerated TrailTracker - Generated.TrailTrackerSerializerGenerated RepeatedlyApplyAilmentsInRadius - Generated.RepeatedlyApplyAilmentsInRadiusSerializerGenerated CastAtRandomPointAfterDuration - Generated.CastAtRandomPointAfterDurationSerializerGenerated DefineStartDirection - Generated.DefineStartDirectionSerializerGenerated DestroyAfterDurationAfterReachingTargetLocation - Generated.DestroyAfterDurationAfterReachingTargetLocationSerializerGenerated StopAtTargetLocation - Generated.StopAtTargetLocationSerializerGenerated RandomiseScaleOnStart - Generated.RandomiseScaleOnStartSerializerGenerated CreateOnHit - Generated.CreateOnHitSerializerGenerated ResizeBasedOnParentCollider - Generated.ResizeBasedOnParentColliderSerializerGenerated DestroyOnParentReachingAbilityMovementDestination - Generated.DestroyOnParentReachingAbilityMovementDestinationSerializerGenerated RepeatedlyPullEnemiesWithinRadius - Generated.RepeatedlyPullEnemiesWithinRadiusSerializerGenerated AttachToNearestEnemyOnCreation - Generated.AttachToNearestEnemyOnCreationSerializerGenerated AttachTransformToCreatorOnCreation - Generated.AttachTransformToCreatorOnCreationSerializerGenerated DestroyOnCasterDeath - Generated.DestroyOnCasterDeathSerializerGenerated DestroyAfterMovingOutOfRange - Generated.DestroyAfterMovingOutOfRangeSerializerGenerated MoveToParentColliderCentre - Generated.MoveToParentColliderCentreSerializerGenerated GenericBoneGolemSkillMutator - Generated.GenericBoneGolemSkillMutatorSerializerGenerated ChangeSizeOverTime - Generated.ChangeSizeOverTimeSerializerGenerated RepeatedlyHitsTargets - Generated.RepeatedlyHitsTargetsSerializerGenerated BuffCreatorOnDeathPerHit - Generated.BuffCreatorOnDeathPerHitSerializerGenerated BuffCreatorOnDeath - Generated.BuffCreatorOnDeathSerializerGenerated KnockBackOnHit - Generated.KnockBackOnHitSerializerGenerated AttachToAllyOnCreation - Generated.AttachToAllyOnCreationSerializerGenerated RandomiseTargetLocation - Generated.RandomiseTargetLocationSerializerGenerated AbilityCurveMovement - Generated.AbilityCurveMovementSerializerGenerated ColliderChanger - Generated.ColliderChangerSerializerGenerated HealParent - Generated.HealParentSerializerGenerated MarkPreferredTargetForMinions - Generated.MarkPreferredTargetForMinionsSerializerGenerated CanOnlyBeOnOneTarget - Generated.CanOnlyBeOnOneTargetSerializerGenerated AttachToAllAlliesInRadiusOnCreation - Generated.AttachToAllAlliesInRadiusOnCreationSerializerGenerated ReturnToCasterAfterDuration - Generated.ReturnToCasterAfterDurationSerializerGenerated ReturnOnInanimateCollision - Generated.ReturnOnInanimateCollisionSerializerGenerated BloodSplatterMutator - Generated.BloodSplatterMutatorSerializerGenerated TauntOnHit - Generated.TauntOnHitSerializerGenerated GiveCreatorResourcesOnHit - Generated.GiveCreatorResourcesOnHitSerializerGenerated GenericAreaSkillMutator - Generated.GenericAreaSkillMutatorSerializerGenerated HitsTargets - Generated.HitsTargetsSerializerGenerated ColorChangeRaptor - Generated.ColorChangeRaptorSerializerGenerated GenericSabertoothSkillMutator - Generated.GenericSabertoothSkillMutatorSerializerGenerated RepeatedlyHealAlliesWithinRadius - Generated.RepeatedlyHealAlliesWithinRadiusSerializerGenerated RogueShadow - Generated.RogueShadowSerializerGenerated FadeParticlesWhenDurationIsLow - Generated.FadeParticlesWhenDurationIsLowSerializerGenerated TargetFinder - Generated.TargetFinderSerializerGenerated CreateAtRandom - Generated.CreateAtRandomSerializerGenerated LimitedPickupable - Generated.LimitedPickupableSerializerGenerated SkillTrailSpawner - Generated.SkillTrailSpawnerSerializerGenerated DeathSealWaveMutator - Generated.DeathSealWaveMutatorSerializerGenerated CreateResourceReturnAbilityObjectsForCorpsesInArea - Generated.CreateResourceReturnAbilityObjectsForCorpsesInAreaSerializerGenerated MineTrigger - Generated.MineTriggerSerializerGenerated MoveCreatorToTargetOnDeath - Generated.MoveCreatorToTargetOnDeathSerializerGenerated StartsNearTarget - Generated.StartsNearTargetSerializerGenerated MoveCreatorToPositionOnDeath - Generated.MoveCreatorToPositionOnDeathSerializerGenerated ChangeSizeOverTimeScaledWithStat - Generated.ChangeSizeOverTimeScaledWithStatSerializerGenerated DetonateGroundExplosionMutator - Generated.DetonateGroundExplosionMutatorSerializerGenerated VoidRiftMutator - Generated.VoidRiftMutatorSerializerGenerated NovaMutator - Generated.NovaMutatorSerializerGenerated RepeatedlyBuffInRadius - Generated.RepeatedlyBuffInRadiusSerializerGenerated HealAlliesOnHit - Generated.HealAlliesOnHitSerializerGenerated RandomiseSpeed - Generated.RandomiseSpeedSerializerGenerated BeamColliderScaler - Generated.BeamColliderScalerSerializerGenerated ModifyDamageOnRotation - Generated.ModifyDamageOnRotationSerializerGenerated BasicMeleeMutator - Generated.BasicMeleeMutatorSerializerGenerated AcceleratingHealthDrain - Generated.AcceleratingHealthDrainSerializerGenerated WanderingSpiritMutator - Generated.WanderingSpiritMutatorSerializerGenerated RepeatedlyShakeScreen - Generated.RepeatedlyShakeScreenSerializerGenerated EarthquakeAftershockMutator - Generated.EarthquakeAftershockMutatorSerializerGenerated EarthquakeMutator - Generated.EarthquakeMutatorSerializerGenerated EarthquakeSlamMutator - Generated.EarthquakeSlamMutatorSerializerGenerated EarthSpikesAoEMutator - Generated.EarthSpikesAoEMutatorSerializerGenerated PhysicsExplosion - Generated.PhysicsExplosionSerializerGenerated BuffCreatorOnCreation - Generated.BuffCreatorOnCreationSerializerGenerated AbilityEventListener - Generated.AbilityEventListenerSerializerGenerated DestroyAfterDurationScaledWithStat - Generated.DestroyAfterDurationScaledWithStatSerializerGenerated DestroyGameobjectInteraction - Generated.DestroyGameobjectInteractionSerializerGenerated ComplexGenericMutator - Generated.ComplexGenericMutatorSerializerGenerated RandomiseDirection - Generated.RandomiseDirectionSerializerGenerated SceneValueReachedListener - Generated.SceneValueReachedListenerSerializerGenerated MoveCreatorRelativeToSceneLocations - Generated.MoveCreatorRelativeToSceneLocationsSerializerGenerated FixedGlobalRotation - Generated.FixedGlobalRotationSerializerGenerated MoveToGroundOnStart - Generated.MoveToGroundOnStartSerializerGenerated CreateLimitedOnDeath - Generated.CreateLimitedOnDeathSerializerGenerated ChangeParameterOnEvent - Generated.ChangeParameterOnEventSerializerGenerated RandomNavmeshMovement - Generated.RandomNavmeshMovementSerializerGenerated CreatePortalOnDeath - Generated.CreatePortalOnDeathSerializerGenerated ToggleCollidersAfterDuration - Generated.ToggleCollidersAfterDurationSerializerGenerated ActivateCollidersOnStart - Generated.ActivateCollidersOnStartSerializerGenerated FreezeEnemyOnHit - Generated.FreezeEnemyOnHitSerializerGenerated ClearHitListAfterDuration - Generated.ClearHitListAfterDurationSerializerGenerated StoneTitanHeartBossBeamReverseMutator - Generated.StoneTitanHeartBossBeamReverseMutatorSerializerGenerated StartsAtRandomSceneLocation - Generated.StartsAtRandomSceneLocationSerializerGenerated DestroyOnReachingTargetLocation - Generated.DestroyOnReachingTargetLocationSerializerGenerated DamageCreatorOnCreation - Generated.DamageCreatorOnCreationSerializerGenerated DestroyOnNewSceneLoaded - Generated.DestroyOnNewSceneLoadedSerializerGenerated HomingOnNavmesh - Generated.HomingOnNavmeshSerializerGenerated SetSceneValueAfterDelay - Generated.SetSceneValueAfterDelaySerializerGenerated ResetCooldownForSpecificAbilitiesOnStart - Generated.ResetCooldownForSpecificAbilitiesOnStartSerializerGenerated StunEnemyOnHit - Generated.StunEnemyOnHitSerializerGenerated BallistaExplosionMutator - Generated.BallistaExplosionMutatorSerializerGenerated HarpoonEnemyOnHit - Generated.HarpoonEnemyOnHitSerializerGenerated RepeatedlyHitsTargetsInBox - Generated.RepeatedlyHitsTargetsInBoxSerializerGenerated ModifyDamageOnStart - Generated.ModifyDamageOnStartSerializerGenerated TriggerSelfDestroyerInteraction - Generated.TriggerSelfDestroyerInteractionSerializerGenerated ResurrectParentOnDeath - Generated.ResurrectParentOnDeathSerializerGenerated SplitProjectiles - Generated.SplitProjectilesSerializerGenerated DisableUIPanel - Generated.DisableUIPanelSerializerGenerated DestroyOnFailingToPierceAlly - Generated.DestroyOnFailingToPierceAllySerializerGenerated GiveParentNonAilmentUIBuff - Generated.GiveParentNonAilmentUIBuffSerializerGenerated CleanseCreatorOnStart - Generated.CleanseCreatorOnStartSerializerGenerated VoidNagasaBossDoTAreaMutator - Generated.VoidNagasaBossDoTAreaMutatorSerializerGenerated AttachToPlayer - Generated.AttachToPlayerSerializerGenerated ChangePositionOverTime - Generated.ChangePositionOverTimeSerializerGenerated ForceCasterToWaitOnDeath - Generated.ForceCasterToWaitOnDeathSerializerGenerated DisableCollidersAfterDuration - Generated.DisableCollidersAfterDurationSerializerGenerated TimerListener - Generated.TimerListenerSerializerGenerated ModifyDamageStatsHolderInteraction - Generated.ModifyDamageStatsHolderInteractionSerializerGenerated GiveCreatorResourcesOnCollisionWithCreator - Generated.GiveCreatorResourcesOnCollisionWithCreatorSerializerGenerated AvalancheMutator - Generated.AvalancheMutatorSerializerGenerated ApplyAilmentToParent - Generated.ApplyAilmentToParentSerializerGenerated DestroyIfNotAbilityOfCaster - Generated.DestroyIfNotAbilityOfCasterSerializerGenerated ReplaceCasterMaterialUntilDestroyed - Generated.ReplaceCasterMaterialUntilDestroyedSerializerGenerated CreatorTakesDamageOnSkillUse - Generated.CreatorTakesDamageOnSkillUseSerializerGenerated ParentLosesHealthPercentageOnDeath - Generated.ParentLosesHealthPercentageOnDeathSerializerGenerated SpiralMovement - Generated.SpiralMovementSerializerGenerated TrailScaler - Generated.TrailScalerSerializerGenerated RetaliateWhenParentHit - Generated.RetaliateWhenParentHitSerializerGenerated RepeatedlyGiveCreatorResources - Generated.RepeatedlyGiveCreatorResourcesSerializerGenerated MinionUsesAbilityOnStart - Generated.MinionUsesAbilityOnStartSerializerGenerated RepeatedlyGiveParentResources - Generated.RepeatedlyGiveParentResourcesSerializerGenerated ChanceToCreateAbilityObjectOnNewEnemyHit - Generated.ChanceToCreateAbilityObjectOnNewEnemyHitSerializerGenerated RepeatedlyCastAbility - Generated.RepeatedlyCastAbilitySerializerGenerated DestroyIfNotAboveGround - Generated.DestroyIfNotAboveGroundSerializerGenerated ExitStance - Generated.ExitStanceSerializerGenerated PreparedVFXPool - Generated.PreparedVFXPoolSerializerGenerated FrostboltMutator - Generated.FrostboltMutatorSerializerGenerated AvalancheSnowballMutator - Generated.AvalancheSnowballMutatorSerializerGenerated IceThornsMutator - Generated.IceThornsMutatorSerializerGenerated LightningSpearMutator - Generated.LightningSpearMutatorSerializerGenerated JudgementAoEMutator - Generated.JudgementAoEMutatorSerializerGenerated ConsecratedGroundMutator - Generated.ConsecratedGroundMutatorSerializerGenerated RotateAroundUp - Generated.RotateAroundUpSerializerGenerated LethalMirageDelayMutator - Generated.LethalMirageDelayMutatorSerializerGenerated StormLightningMutator - Generated.StormLightningMutatorSerializerGenerated LungeEndMutator - Generated.LungeEndMutatorSerializerGenerated EnableCollidersAfterDuration - Generated.EnableCollidersAfterDurationSerializerGenerated AddStatsAfterDuration - Generated.AddStatsAfterDurationSerializerGenerated SetDurationBasedOnDistanceToTarget - Generated.SetDurationBasedOnDistanceToTargetSerializerGenerated DestroySelfOnParentAbilityUse - Generated.DestroySelfOnParentAbilityUseSerializerGenerated BuffOnEnemyHit - Generated.BuffOnEnemyHitSerializerGenerated CreateResourceReturnAbilityObjectOnEnemyHit - Generated.CreateResourceReturnAbilityObjectOnEnemyHitSerializerGenerated MultistrikeDamageMutator - Generated.MultistrikeDamageMutatorSerializerGenerated NecroticMortarAoEMutator - Generated.NecroticMortarAoEMutatorSerializerGenerated CastAtCorpseOnKill - Generated.CastAtCorpseOnKillSerializerGenerated FireballMutator - Generated.FireballMutatorSerializerGenerated LightningBlastMutator - Generated.LightningBlastMutatorSerializerGenerated WanderAI - Generated.WanderAISerializerGenerated DestroySelfOnParentMovement - Generated.DestroySelfOnParentMovementSerializerGenerated RotateAroundSummoner - Generated.RotateAroundSummonerSerializerGenerated PushEnemiesOnHit - Generated.PushEnemiesOnHitSerializerGenerated ResurrectNearbyAlliesOnDeath - Generated.ResurrectNearbyAlliesOnDeathSerializerGenerated CollisionAndNavMeshToggler - Generated.CollisionAndNavMeshTogglerSerializerGenerated CreateAbilityObjectOnStart - Generated.CreateAbilityObjectOnStartSerializerGenerated Essence - Generated.EssenceSerializerGenerated DestroyAfterDurationWithoutAHit - Generated.DestroyAfterDurationWithoutAHitSerializerGenerated ShrapnelMutator - Generated.ShrapnelMutatorSerializerGenerated EraseParentCorpse - Generated.EraseParentCorpseSerializerGenerated InfernalAuraNovaMutator - Generated.InfernalAuraNovaMutatorSerializerGenerated FormChanger - Generated.FormChangerSerializerGenerated TransformBackToHumanOnDeath - Generated.TransformBackToHumanOnDeathSerializerGenerated ForceCasterToStopUsingAbilityOnDeath - Generated.ForceCasterToStopUsingAbilityOnDeathSerializerGenerated RebukeEndMutator - Generated.RebukeEndMutatorSerializerGenerated CoagulatedBloodMutator - Generated.CoagulatedBloodMutatorSerializerGenerated GenericAssembledAbominationSkillMutator - Generated.GenericAssembledAbominationSkillMutatorSerializerGenerated AcidFlaskExplosionMutator - Generated.AcidFlaskExplosionMutatorSerializerGenerated FlurryIndividualAttackMutator - Generated.FlurryIndividualAttackMutatorSerializerGenerated IncreaseDamageOnHit - Generated.IncreaseDamageOnHitSerializerGenerated ModifyAnimationAfterDuration - Generated.ModifyAnimationAfterDurationSerializerGenerated CinderStrikeExplosionMutator - Generated.CinderStrikeExplosionMutatorSerializerGenerated DancingStrikesSubMutator - Generated.DancingStrikesSubMutatorSerializerGenerated DancingStrikes4EndMutator - Generated.DancingStrikes4EndMutatorSerializerGenerated DancingStrikes4End1Mutator - Generated.DancingStrikes4End1MutatorSerializerGenerated DancingStrikes4End2Mutator - Generated.DancingStrikes4End2MutatorSerializerGenerated DarkQuiverArrowMutator - Generated.DarkQuiverArrowMutatorSerializerGenerated DetonatingChargeMutator - Generated.DetonatingChargeMutatorSerializerGenerated DetonationChainLightningMutator - Generated.DetonationChainLightningMutatorSerializerGenerated DetonatingArrowExplosionMutator - Generated.DetonatingArrowExplosionMutatorSerializerGenerated ExplosiveFlaskMutator - Generated.ExplosiveFlaskMutatorSerializerGenerated DestroyWhenCasterUsesAbility - Generated.DestroyWhenCasterUsesAbilitySerializerGenerated SwarmbladeShiftSlashMutator - Generated.SwarmbladeShiftSlashMutatorSerializerGenerated LocustSwarmMutator - Generated.LocustSwarmMutatorSerializerGenerated SynchronizedStrikesShadowDelayerMutator - Generated.SynchronizedStrikesShadowDelayerMutatorSerializerGenerated SynchronizedStrikesEndMutator - Generated.SynchronizedStrikesEndMutatorSerializerGenerated RicochetMovement - Generated.RicochetMovementSerializerGenerated CreateAbilityObjectOnRicochet - Generated.CreateAbilityObjectOnRicochetSerializerGenerated DisableActorsOfTypeInteraction - Generated.DisableActorsOfTypeInteractionSerializerGenerated RandomiseRotationOnStart - Generated.RandomiseRotationOnStartSerializerGenerated MoveToNearestMinion - Generated.MoveToNearestMinionSerializerGenerated DelayedLightningExplosionMutator - Generated.DelayedLightningExplosionMutatorSerializerGenerated UltimateDecalAbilityComponent - Generated.UltimateDecalAbilityComponentSerializerGenerated ExchangeParentAndCreatorLocationOnDeath - Generated.ExchangeParentAndCreatorLocationOnDeathSerializerGenerated ShatterStrikeHitMutator - Generated.ShatterStrikeHitMutatorSerializerGenerated IcicleMutator - Generated.IcicleMutatorSerializerGenerated ChangeColliderSizeOverTime - Generated.ChangeColliderSizeOverTimeSerializerGenerated CullFrozenTargetsOnHit - Generated.CullFrozenTargetsOnHitSerializerGenerated ResetComboOnDeath - Generated.ResetComboOnDeathSerializerGenerated SigilTracker - Generated.SigilTrackerSerializerGenerated DivineFlareMutator - Generated.DivineFlareMutatorSerializerGenerated SmeltersWrathEndMutator - Generated.SmeltersWrathEndMutatorSerializerGenerated HitsParent - Generated.HitsParentSerializerGenerated DestroyOnSceneChanged - Generated.DestroyOnSceneChangedSerializerGenerated SpreadAilmentsOnHit - Generated.SpreadAilmentsOnHitSerializerGenerated ConsumeAllValeSpiritsOnDeath - Generated.ConsumeAllValeSpiritsOnDeathSerializerGenerated PullEnemiesAfterCollision - Generated.PullEnemiesAfterCollisionSerializerGenerated StaticOrbExplosionMutator - Generated.StaticOrbExplosionMutatorSerializerGenerated rotate - Generated.rotateSerializerGenerated CreateRandomAbilityObjectOnDeath - Generated.CreateRandomAbilityObjectOnDeathSerializerGenerated AbilityList - Generated.AbilityListSerializerGenerated VolatileZombieAdapter - Generated.VolatileZombieAdapterSerializerGenerated EarthSpikesMutator - Generated.EarthSpikesMutatorSerializerGenerated LightningBoltMutator - Generated.LightningBoltMutatorSerializerGenerated NorthernWindsMutator - Generated.NorthernWindsMutatorSerializerGenerated FearNearbyEnemies - Generated.FearNearbyEnemiesSerializerGenerated ThornShieldNovaMutator - Generated.ThornShieldNovaMutatorSerializerGenerated TownPortalKeyProvider - Generated.TownPortalKeyProviderSerializerGenerated PortalUsage - Generated.PortalUsageSerializerGenerated DetonateBodyMutator - Generated.DetonateBodyMutatorSerializerGenerated ChanceToCastOnHit - Generated.ChanceToCastOnHitSerializerGenerated StartsAtSceneLocation - Generated.StartsAtSceneLocationSerializerGenerated ReturnCasterToOlderPosition - Generated.ReturnCasterToOlderPositionSerializerGenerated WarpathHitMutator - Generated.WarpathHitMutatorSerializerGenerated WerebearMaulEndMutator - Generated.WerebearMaulEndMutatorSerializerGenerated TransformSkillBuffParent - Generated.TransformSkillBuffParentSerializerGenerated ApplyStatusOnEnemyHit - Generated.ApplyStatusOnEnemyHitSerializerGenerated BuffCreatorOnHit - Generated.BuffCreatorOnHitSerializerGenerated AbilityMutatorManager - Generated.AbilityMutatorManagerSerializerGenerated UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Caching.Serialization:GetSerializers() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Initializing input. Input initialized. d3d11: swapchain SetFullscreenState failed (887a0022). (Filename: Line: 517) Initialized touch support. UnloadTime: 81.885500 ms Locale changed to English (en) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NaturalAbilityEndAction:Invoke() Localization:OnTableChanged(StringTable) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) UnityEngine.Localization.LocalizedTable`2:InvokeChangeHandler(TTable) UnityEngine.Localization.LocalizedTable`2:AutomaticLoadingCompleted(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.Localization.LoadTableOperation`2:TableLoaded(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Locale changed to English (en) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NaturalAbilityEndAction:Invoke() Localization:OnTableChanged(StringTable) d__61:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.Localization.LoadTableOperation`2:TableLoaded(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to change display to ExclusiveFullscreen...reverting to FullscreenWindow (Filename: Line: 538) The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 7 Unused Serialized files (Serialized files now loaded: 11) game version: 1.0.1.2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at EpochInputManager.SetActiveVirtualMouse (System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMenu.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at ControllerMenu.OnDisable () [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: currently not available on il2cpp Line: -1) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. GraphicsBackend.Options.GraphicsConfiguration:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() [ line 606] (Filename: Line: 606) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at DropdownGroundItemTooltipSetting.SelectDropdownOption () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TMP_Dropdown.SetValue (System.Int32 value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at DropdownGroundItemTooltipSetting.CheckSetting () [0x00000] in <00000000000000000000000000000000>:0 at SettingsUIManager.EnableGameplayTab () [0x00000] in <00000000000000000000000000000000>:0 at TabUIController.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 SettingsUIManager:EnableGameplayTab() TabUIController:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at DropdownScreenshakeIntensitySetting.SelectDropdownOption () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at TMPro.TMP_Dropdown.SetValue (System.Int32 value, System.Boolean sendCallback) [0x00000] in <00000000000000000000000000000000>:0 at DropdownScreenshakeIntensitySetting.CheckSetting () [0x00000] in <00000000000000000000000000000000>:0 at SettingsUIManager.EnableGameplayTab () [0x00000] in <00000000000000000000000000000000>:0 at TabUIController.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 SettingsUIManager:EnableGameplayTab() TabUIController:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: currently not available on il2cpp Line: -1) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() [ line 606] (Filename: Line: 606) IMGUI OnEnable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) UnloadTime: 123.550200 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 22118 unused Assets to reduce memory usage. Loaded Objects now: 789861. Total: 3096.311900 ms (FindLiveObjects: 100.347700 ms CreateObjectMapping: 192.662400 ms MarkObjects: 2673.500000 ms DeleteObjects: 129.801100 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 13.148100 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 789866. Total: 2034.265000 ms (FindLiveObjects: 53.994100 ms CreateObjectMapping: 147.497400 ms MarkObjects: 1831.543800 ms DeleteObjects: 1.229000 ms) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'DomainManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.DomainManager:logFilterIsNull() Crosstales.BWF.BWFManager:get_isReady() Crosstales.BWF.BWFManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__13:MoveNext() LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__15:MoveNext() LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() [ line 648] (Filename: Line: 648) Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NonInteractableItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__13:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__11:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__13:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__11:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__13:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__11:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__13:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__11:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__69`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 20) Unloading 96692 unused Assets to reduce memory usage. Loaded Objects now: 871660. Total: 2435.238100 ms (FindLiveObjects: 102.443200 ms CreateObjectMapping: 174.527800 ms MarkObjects: 2084.543000 ms DeleteObjects: 73.723600 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 20) UnloadTime: 57.729400 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) LoadingScreen.OnSceneLoaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(EoT, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'EoT' 21.49 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 827 unused Assets to reduce memory usage. Loaded Objects now: 895773. Total: 2283.945100 ms (FindLiveObjects: 80.345300 ms CreateObjectMapping: 167.912700 ms MarkObjects: 2009.988100 ms DeleteObjects: 25.698600 ms) Minimus(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DOTWEEN ► Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.Debugger:LogWarning(Object, Tween) DG.Tweening.Core.TweenManager:GetTweener() DG.Tweening.DOTween:ApplyTo(DOGetter`1, DOSetter`1, T2, Single, ABSTweenPlugin`3) DG.Tweening.DOTween:To(DOGetter`1, DOSetter`1, Color, Single) DG.Tweening.DOTweenModuleUI:DOColor(Graphic, Color, Single) DG.Tweening.DOTweenAnimation:CreateTween() DG.Tweening.DOTweenAnimation:Awake() SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(ArenaLobby, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 23) Unloading 7 unused Assets to reduce memory usage. Loaded Objects now: 921087. Total: 2580.286300 ms (FindLiveObjects: 92.759600 ms CreateObjectMapping: 158.510700 ms MarkObjects: 2327.733900 ms DeleteObjects: 1.281700 ms) Unloading 69 Unused Serialized files (Serialized files now loaded: 23) WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? UnloadTime: 101.061300 ms LoadingScreen.OnSceneLoaded(ArenaLobby, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(ArenaLobby, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'ArenaLobby' 22.06 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1120 unused Assets to reduce memory usage. Loaded Objects now: 922793. Total: 2055.786700 ms (FindLiveObjects: 78.599300 ms CreateObjectMapping: 156.094400 ms MarkObjects: 1817.459500 ms DeleteObjects: 3.633100 ms) LoadingScreen.OnDisable(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) DOTWEEN ► Max Tweens reached: capacity has automatically been increased from 500/50 to 1250/50. Use DOTween.SetTweensCapacity to set it manually at startup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.Debugger:LogWarning(Object, Tween) DG.Tweening.Core.TweenManager:GetTweener() DG.Tweening.DOTween:ApplyTo(DOGetter`1, DOSetter`1, T2, Single, ABSTweenPlugin`3) DG.Tweening.DOTween:ToArray(DOGetter`1, DOSetter`1, Vector3[], Single[]) DG.Tweening.DOTween:Punch(DOGetter`1, DOSetter`1, Vector3, Single, Int32, Single) DG.Tweening.ShortcutExtensions:DOPunchScale(Transform, Vector3, Single, Int32, Single) DG.Tweening.DOTweenAnimation:CreateTween() DG.Tweening.DOTweenAnimation:Awake() SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 21) Unloading 1053 unused Assets to reduce memory usage. Loaded Objects now: 1020521. Total: 2756.224900 ms (FindLiveObjects: 86.048200 ms CreateObjectMapping: 137.622500 ms MarkObjects: 2528.676300 ms DeleteObjects: 3.877400 ms) Unloading 55 Unused Serialized files (Serialized files now loaded: 21) UnloadTime: 117.271600 ms LoadingScreen.OnSceneLoaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to create agent because it is not close enough to the NavMesh ActorMover:moveActor(Actor, Vector3, Boolean, DisableWhileMoving) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh ActorMover:moveActor(Actor, Vector3, Boolean, DisableWhileMoving) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 648] (Filename: Line: 648) LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(MonolithHub, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'MonolithHub' 11.22 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 671 unused Assets to reduce memory usage. Loaded Objects now: 1021758. Total: 2465.068200 ms (FindLiveObjects: 139.814400 ms CreateObjectMapping: 177.605600 ms MarkObjects: 2144.365500 ms DeleteObjects: 3.282300 ms) LoadingScreen.OnDisable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (879.8, 465.0) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UITooltipItem:OpenBlessingTooltip(ItemTooltipInfo, Vector2, GameObject, ItemDataUnpacked, Int32) TooltipItemManager:OpenTooltip(ItemDataUnpacked, SlotType, Vector2, Vector3, GameObject) ConainerUITooltipItem:ItemContainerUI_OnItemHovered(Object, ItemContainerHoverHandler) System.EventHandler`1:Invoke(Object, TEventArgs) ItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (879.8, 465.0) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UITooltipItem:OpenBlessingTooltip(ItemTooltipInfo, Vector2, GameObject, ItemDataUnpacked, Int32) TooltipItemManager:OpenTooltip(ItemDataUnpacked, SlotType, Vector2, Vector3, GameObject) ConainerUITooltipItem:ItemContainerUI_OnItemHovered(Object, ItemContainerHoverHandler) System.EventHandler`1:Invoke(Object, TEventArgs) ItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 508359756 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Boss UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_F50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_F50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 27) Unloading 926 unused Assets to reduce memory usage. Loaded Objects now: 1033756. Total: 2480.679600 ms (FindLiveObjects: 87.383500 ms CreateObjectMapping: 173.668300 ms MarkObjects: 2217.129600 ms DeleteObjects: 2.497600 ms) Staleness of 23.8365495 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T00:05:41.9375579Z", "stalenessTime": 23.8365495 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 31 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 38.480900 ms LoadingScreen.OnSceneLoaded(M_F50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_F50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_F50, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_F50' 31.25 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 3957 unused Assets to reduce memory usage. Loaded Objects now: 1030486. Total: 2487.350900 ms (FindLiveObjects: 80.597700 ms CreateObjectMapping: 143.378600 ms MarkObjects: 2257.898800 ms DeleteObjects: 5.475000 ms) LoadingScreen.OnDisable(M_F50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 27) Unloading 1237 unused Assets to reduce memory usage. Loaded Objects now: 1052897. Total: 2890.663700 ms (FindLiveObjects: 103.543200 ms CreateObjectMapping: 164.134700 ms MarkObjects: 2620.446400 ms DeleteObjects: 2.538900 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 63.407800 ms LoadingScreen.OnSceneLoaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(EoT, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'EoT' 17.48 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Minimus(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 531 unused Assets to reduce memory usage. Loaded Objects now: 1036523. Total: 2719.749900 ms (FindLiveObjects: 150.043900 ms CreateObjectMapping: 185.151200 ms MarkObjects: 2381.950900 ms DeleteObjects: 2.603400 ms) LoadingScreen.OnDisable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(ArenaLobby, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 125 unused Assets to reduce memory usage. Loaded Objects now: 1034824. Total: 3786.436500 ms (FindLiveObjects: 112.525300 ms CreateObjectMapping: 266.269000 ms MarkObjects: 3406.164900 ms DeleteObjects: 1.476700 ms) Unloading 69 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 34.900500 ms LoadingScreen.OnSceneLoaded(ArenaLobby, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(ArenaLobby, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'ArenaLobby' 15.61 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1124 unused Assets to reduce memory usage. Loaded Objects now: 1036402. Total: 2876.780700 ms (FindLiveObjects: 141.904000 ms CreateObjectMapping: 200.162200 ms MarkObjects: 2527.385700 ms DeleteObjects: 7.327900 ms) LoadingScreen.OnDisable(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ArenaEnterPanelUI:OnEntryGranted(List`1) LE.Arena.ArenaLobby:SendUnlockedTiers(List`1) LE.Arena.ArenaLobby:ReceiveAttemptEntry() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(Arena_1_Forest, Additive) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__38:MoveNext() LE.Arena.ArenaManager:TryStartRun(Actor, Int32, Boolean) ItemContainersManager:TryToEnterArena(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__38:MoveNext() LE.Arena.ArenaManager:TryStartRun(Actor, Int32, Boolean) ItemContainersManager:TryToEnterArena(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__38:MoveNext() LE.Arena.ArenaManager:TryStartRun(Actor, Int32, Boolean) ItemContainersManager:TryToEnterArena(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__38:MoveNext() LE.Arena.ArenaManager:TryStartRun(Actor, Int32, Boolean) ItemContainersManager:TryToEnterArena(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Staleness of 14.702841 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T00:15:54.2753736Z", "stalenessTime": 14.702841 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Staleness of 14.7038393 seconds detected in player 0337173 for entity STASH_CYCLE_2_0, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "STASH_CYCLE_2_0", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T00:15:54.2753736Z", "stalenessTime": 14.703839299999999 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 30) Unloading 319 unused Assets to reduce memory usage. Loaded Objects now: 1061451. Total: 2768.458200 ms (FindLiveObjects: 99.185000 ms CreateObjectMapping: 184.722600 ms MarkObjects: 2482.945600 ms DeleteObjects: 1.604700 ms) There is currently more than one instance of ZoneChapterManager UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at PoolWithTransformReference`1[T].PoolExisting (T t) [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllPotionDrops () [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllGroundDrops () [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Arena.ArenaNetworkManager.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Time to Additive load 'Arena_1_Forest' 8.10 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__38:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Arena_1_Forest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__38:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: ArenaBarrel wasn't preloaded In Zone Arena_1_Forest. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) ArenaSpawner:spawnBarrels() ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: v_ArenaBarrel wasn't preloaded In Zone Arena_1_Forest. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(Arena_4_Lagon, Additive) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Arena_4_Lagon) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Staleness of 16.1473966 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T01:39:54.6540341Z", "stalenessTime": 16.1473966 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 42 Unused Serialized files (Serialized files now loaded: 32) Unloading 19996 unused Assets to reduce memory usage. Loaded Objects now: 1069955. Total: 3360.067500 ms (FindLiveObjects: 98.669600 ms CreateObjectMapping: 225.708800 ms MarkObjects: 3010.490100 ms DeleteObjects: 25.197800 ms) There is currently more than one instance of ZoneChapterManager UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at PoolWithTransformReference`1[T].PoolExisting (T t) [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllPotionDrops () [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllGroundDrops () [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Arena.ArenaNetworkManager.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Time to Additive load 'Arena_4_Lagon' 8.00 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Arena_4_Lagon) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Arena_4_Lagon, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(Arena_4_Lagon) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: ArenaBarrel wasn't preloaded In Zone Arena_4_Lagon. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) ArenaSpawner:spawnBarrels() ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: v_ArenaBarrel wasn't preloaded In Zone Arena_4_Lagon. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(Arena_5_TOE, Additive) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Arena_5_TOE) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 45 Unused Serialized files (Serialized files now loaded: 30) Unloading 13257 unused Assets to reduce memory usage. Loaded Objects now: 1076103. Total: 2488.407800 ms (FindLiveObjects: 99.223700 ms CreateObjectMapping: 171.225500 ms MarkObjects: 2210.073500 ms DeleteObjects: 7.884800 ms) There is currently more than one instance of ZoneChapterManager UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at PoolWithTransformReference`1[T].PoolExisting (T t) [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllPotionDrops () [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllGroundDrops () [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Arena.ArenaNetworkManager.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Time to Additive load 'Arena_5_TOE' 7.92 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Arena_5_TOE) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Arena_5_TOE, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(Arena_5_TOE) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: ArenaBarrel wasn't preloaded In Zone Arena_5_TOE. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) ArenaSpawner:spawnBarrels() ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: v_ArenaBarrel wasn't preloaded In Zone Arena_5_TOE. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(Arena_7_Sentinel, Additive) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Arena_7_Sentinel) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 28 Unused Serialized files (Serialized files now loaded: 32) Unloading 16984 unused Assets to reduce memory usage. Loaded Objects now: 1076746. Total: 2486.118800 ms (FindLiveObjects: 100.246900 ms CreateObjectMapping: 166.825700 ms MarkObjects: 2184.102500 ms DeleteObjects: 34.942900 ms) There is currently more than one instance of ZoneChapterManager UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at PoolWithTransformReference`1[T].PoolExisting (T t) [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllPotionDrops () [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllGroundDrops () [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Arena.ArenaNetworkManager.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Time to Additive load 'Arena_7_Sentinel' 7.20 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Arena_7_Sentinel) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Arena_7_Sentinel, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(Arena_7_Sentinel) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Player died: -IsLocalPlayer: True -LocalPlayer: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) LE.Arena.ArenaManager:LeaveRun(PlayerActorSync) LE.Arena.ArenaManager:EndRun() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.ArenaManager:LeaveRun(PlayerActorSync) LE.Arena.ArenaManager:EndRun() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.ArenaManager:LeaveRun(PlayerActorSync) LE.Arena.ArenaManager:EndRun() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Cannot refresh voters: arenaRun is null! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerVoteManager:RefreshVoters() LE.Arena.ArenaManager:LeaveRun(PlayerActorSync) LE.Arena.ArenaManager:EndRun() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) ArenaSpawner:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) ArenaSpawner:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) ArenaSpawner:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) ArenaSpawner:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ArenaEnterPanelUI:OnEntryGranted(List`1) LE.Arena.ArenaLobby:SendUnlockedTiers(List`1) LE.Arena.ArenaLobby:ReceiveAttemptEntry() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(Arena_5_Star, Additive) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__38:MoveNext() LE.Arena.ArenaManager:TryStartRun(Actor, Int32, Boolean) ItemContainersManager:TryToEnterArena(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__38:MoveNext() LE.Arena.ArenaManager:TryStartRun(Actor, Int32, Boolean) ItemContainersManager:TryToEnterArena(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__38:MoveNext() LE.Arena.ArenaManager:TryStartRun(Actor, Int32, Boolean) ItemContainersManager:TryToEnterArena(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Arena_5_Star) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__38:MoveNext() LE.Arena.ArenaManager:TryStartRun(Actor, Int32, Boolean) ItemContainersManager:TryToEnterArena(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 49 Unused Serialized files (Serialized files now loaded: 32) Unloading 11786 unused Assets to reduce memory usage. Loaded Objects now: 1062968. Total: 2618.124300 ms (FindLiveObjects: 92.405800 ms CreateObjectMapping: 178.460100 ms MarkObjects: 2327.612400 ms DeleteObjects: 19.645500 ms) NullReferenceException: Object reference not set to an instance of an object. at PoolWithTransformReference`1[T].PoolExisting (T t) [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllPotionDrops () [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllGroundDrops () [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Arena.ArenaNetworkManager.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Time to Additive load 'Arena_5_Star' 5.52 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Arena_5_Star) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__38:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Arena_5_Star, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__38:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(Arena_5_Star) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: ArenaBarrel wasn't preloaded In Zone Arena_5_Star. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) ArenaSpawner:spawnBarrels() ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: v_ArenaBarrel wasn't preloaded In Zone Arena_5_Star. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(Arena_1_Forest, Additive) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 45 Unused Serialized files (Serialized files now loaded: 30) Unloading 7040 unused Assets to reduce memory usage. Loaded Objects now: 1076828. Total: 2401.525900 ms (FindLiveObjects: 111.265900 ms CreateObjectMapping: 153.333900 ms MarkObjects: 2132.057400 ms DeleteObjects: 4.868400 ms) There is currently more than one instance of ZoneChapterManager UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at PoolWithTransformReference`1[T].PoolExisting (T t) [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllPotionDrops () [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllGroundDrops () [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Arena.ArenaNetworkManager.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Time to Additive load 'Arena_1_Forest' 5.82 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Arena_1_Forest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: ArenaBarrel wasn't preloaded In Zone Arena_1_Forest. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) ArenaSpawner:spawnBarrels() ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: v_ArenaBarrel wasn't preloaded In Zone Arena_1_Forest. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(Arena_5_TOE, Additive) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Arena_5_TOE) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 42 Unused Serialized files (Serialized files now loaded: 32) Unloading 13042 unused Assets to reduce memory usage. Loaded Objects now: 1074651. Total: 2382.343600 ms (FindLiveObjects: 92.380700 ms CreateObjectMapping: 146.250700 ms MarkObjects: 2133.857900 ms DeleteObjects: 9.853800 ms) There is currently more than one instance of ZoneChapterManager UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at PoolWithTransformReference`1[T].PoolExisting (T t) [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllPotionDrops () [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllGroundDrops () [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Arena.ArenaNetworkManager.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Time to Additive load 'Arena_5_TOE' 3.32 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Arena_5_TOE) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Arena_5_TOE, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(Arena_5_TOE) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: ArenaBarrel wasn't preloaded In Zone Arena_5_TOE. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) ArenaSpawner:spawnBarrels() ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [Addressables] Object with name: v_ArenaBarrel wasn't preloaded In Zone Arena_5_TOE. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:onWaveEnd() ArenaSpawner:enemyDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded(Arena_7_Rogue, Additive) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Arena_7_Rogue) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Arena.d__30:MoveNext() LE.Gameplay.Arena.d__28:MoveNext() LE.Gameplay.Arena.ArenaLoader:LoadArenaAsync(String) LE.Arena.d__39:MoveNext() LE.Arena.ArenaManager:ContinueRun(String) ArenaSpawner:resumeArena(Int32) ArenaInfoPanelManager:chooseMod(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Staleness of 11.3792938 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T02:27:14.2779575Z", "stalenessTime": 11.3792938 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 28 Unused Serialized files (Serialized files now loaded: 32) Unloading 12137 unused Assets to reduce memory usage. Loaded Objects now: 1073432. Total: 2417.703900 ms (FindLiveObjects: 104.439800 ms CreateObjectMapping: 146.401600 ms MarkObjects: 2155.655700 ms DeleteObjects: 11.206200 ms) There is currently more than one instance of ZoneChapterManager UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at PoolWithTransformReference`1[T].PoolExisting (T t) [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllPotionDrops () [0x00000] in <00000000000000000000000000000000>:0 at GroundItemManager.ClearAllGroundDrops () [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Arena.ArenaNetworkManager.OnSceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Time to Additive load 'Arena_7_Rogue' 9.93 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Arena_7_Rogue) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Arena_7_Rogue, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.d__39:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__28:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Gameplay.Arena.d__30:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnDisable(Arena_7_Rogue) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() ArenaSpawner:spawn() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Player died: -IsLocalPlayer: True -LocalPlayer: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Player died: -IsLocalPlayer: True -LocalPlayer: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Run was not Endless, did not save previous waves to Endless progress! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ArenaRunManager:SaveArenaData() LE.Arena.ArenaManager:SaveRunData(Actor, Boolean) LE.Arena.ArenaManager:LeaveRun(PlayerActorSync) LE.Arena.ArenaManager:EndRun() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.ArenaManager:LeaveRun(PlayerActorSync) LE.Arena.ArenaManager:EndRun() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Arena.ArenaManager:MovePlayer(PlayerActorSync, ArenaUserLocation) LE.Arena.ArenaManager:LeaveRun(PlayerActorSync) LE.Arena.ArenaManager:EndRun() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Cannot refresh voters: arenaRun is null! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerVoteManager:RefreshVoters() LE.Arena.ArenaManager:LeaveRun(PlayerActorSync) LE.Arena.ArenaManager:EndRun() ArenaSpawner:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) ArenaSpawner:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) ArenaSpawner:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) ArenaSpawner:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) ArenaSpawner:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.Systems.Hideables.Faders.Uber.Update (System.Single fadeAmount) [0x00000] in <00000000000000000000000000000000>:0 at LE.Systems.Hideables.FadeInstance.UpdateFaders (System.Single elapsed) [0x00000] in <00000000000000000000000000000000>:0 at LE.Systems.Hideables.FadeInstance+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.Systems.Hideables.Faders.Default.Update (System.Single fadeAmount) [0x00000] in <00000000000000000000000000000000>:0 at LE.Systems.Hideables.FadeInstance.UpdateFaders (System.Single elapsed) [0x00000] in <00000000000000000000000000000000>:0 at LE.Systems.Hideables.FadeInstance+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at LE.Systems.Hideables.Faders.Default.Update (System.Single fadeAmount) [0x00000] in <00000000000000000000000000000000>:0 at LE.Systems.Hideables.FadeInstance.UpdateFaders (System.Single elapsed) [0x00000] in <00000000000000000000000000000000>:0 at LE.Systems.Hideables.FadeInstance+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnDisable() UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 37 Unused Serialized files (Serialized files now loaded: 23) Unloading 12439 unused Assets to reduce memory usage. Loaded Objects now: 1053458. Total: 2365.931400 ms (FindLiveObjects: 93.972400 ms CreateObjectMapping: 143.929300 ms MarkObjects: 2115.515200 ms DeleteObjects: 12.514100 ms) Unloading 55 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 43.832100 ms LoadingScreen.OnSceneLoaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(MonolithHub, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'MonolithHub' 7.34 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 662 unused Assets to reduce memory usage. Loaded Objects now: 1054539. Total: 2307.793900 ms (FindLiveObjects: 81.761900 ms CreateObjectMapping: 149.578300 ms MarkObjects: 2065.702900 ms DeleteObjects: 10.750500 ms) LoadingScreen.OnDisable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 517371914 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Spires UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_M330, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_M330) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 27) Unloading 8495 unused Assets to reduce memory usage. Loaded Objects now: 1060912. Total: 2504.204000 ms (FindLiveObjects: 85.330300 ms CreateObjectMapping: 162.152700 ms MarkObjects: 2251.429200 ms DeleteObjects: 5.291200 ms) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! (Filename: Line: 334) Unloading 11 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 42.484500 ms The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsConfigurationProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsConfigurationProcessor:ApplyInLoadedScene(Boolean) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsConfigurationProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsConfigurationProcessor:ApplyInLoadedScene(Boolean) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsConfigurationProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsConfigurationProcessor:ApplyInLoadedScene(Boolean) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsConfigurationProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsConfigurationProcessor:ApplyInLoadedScene(Boolean) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsConfigurationProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsConfigurationProcessor:ApplyInLoadedScene(Boolean) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'flower_daisy') is missing! UnityEngine.Object:Instantiate(T) AwesomeTechnologies.MeshUtils:CalculateBoundsInstantiate(GameObject) AwesomeTechnologies.VegetationSystem.VegetationItemModelInfo:.ctor(VegetationItemInfoPro, EnvironmentSettings, List`1, Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsConfigurationProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsConfigurationProcessor:ApplyInLoadedScene(Boolean) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [ line 334] (Filename: Line: 334) LoadingScreen.OnSceneLoaded(M_M330, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_M330) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_M330, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_M330' 15.35 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (3)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (3)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (1)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (1)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (2)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (2)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (1)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (1)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (2)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (2)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (3)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (3)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (4)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (4)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (3)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (3)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (1)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (1)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (2)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (2)' and 'SM_Coal_01a (4)'). UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawnVisuals() ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (4)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (4)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (1)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (1)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (2)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (2)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (3)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Renderer 'UCX_SM_Coal_01a_LOD0' is registered with more than one LODGroup ('SM_Coal_01a (3)' and 'SM_Coal_01a (4)'). ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:Init() [ line 185] (Filename: Line: 185) Unloading 5061 unused Assets to reduce memory usage. Loaded Objects now: 1059103. Total: 2419.857700 ms (FindLiveObjects: 88.336000 ms CreateObjectMapping: 153.607700 ms MarkObjects: 2138.954600 ms DeleteObjects: 38.958800 ms) LoadingScreen.OnDisable(M_M330) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 26) Unloading 1283 unused Assets to reduce memory usage. Loaded Objects now: 1074219. Total: 2485.092000 ms (FindLiveObjects: 90.143700 ms CreateObjectMapping: 142.559600 ms MarkObjects: 2248.959800 ms DeleteObjects: 3.428200 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 101.716900 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 5.96 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 308 unused Assets to reduce memory usage. Loaded Objects now: 1027611. Total: 2339.785800 ms (FindLiveObjects: 71.714600 ms CreateObjectMapping: 146.000600 ms MarkObjects: 2120.242700 ms DeleteObjects: 1.827400 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(Observatory, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(Observatory) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 21) Unloading 679 unused Assets to reduce memory usage. Loaded Objects now: 1024524. Total: 2359.395100 ms (FindLiveObjects: 84.864100 ms CreateObjectMapping: 148.135400 ms MarkObjects: 2122.923000 ms DeleteObjects: 3.472300 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 21) UnloadTime: 14.626500 ms LoadingScreen.OnSceneLoaded(Observatory, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(Observatory) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(Observatory, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'Observatory' 9.56 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 853 unused Assets to reduce memory usage. Loaded Objects now: 1029079. Total: 2452.753200 ms (FindLiveObjects: 120.953500 ms CreateObjectMapping: 194.618600 ms MarkObjects: 2134.781900 ms DeleteObjects: 2.398900 ms) LoadingScreen.OnDisable(Observatory) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Open Observatory, Init(North), True UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) LE.Factions.FactionsPanelManager:OnObservatoryOpened(ProphecyRegion) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Sync Received, Init(South) False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) NaturalAbilityEndAction:Invoke() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() LE.Factions.Constellation:HideSlowlyBeforeDestroying() LE.Factions.d__88:MoveNext() LE.Factions.ObservatoryPanel:DestroyConstellation(Constellation, Boolean) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Open Observatory, Init(South), False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) LE.Factions.FactionsPanelManager:OnObservatoryOpened(ProphecyRegion) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Sync Received, Init(South) False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) NaturalAbilityEndAction:Invoke() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() LE.Factions.Constellation:HideSlowlyBeforeDestroying() LE.Factions.d__88:MoveNext() LE.Factions.ObservatoryPanel:DestroyConstellation(Constellation, Boolean) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Open Observatory, Init(South), False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) LE.Factions.FactionsPanelManager:OnObservatoryOpened(ProphecyRegion) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Sync Received, Init(South) False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) NaturalAbilityEndAction:Invoke() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() LE.Factions.Constellation:HideSlowlyBeforeDestroying() LE.Factions.d__88:MoveNext() LE.Factions.ObservatoryPanel:DestroyConstellation(Constellation, Boolean) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Sync Received, Init(South) False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) NaturalAbilityEndAction:Invoke() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() LE.Factions.Constellation:HideSlowlyBeforeDestroying() LE.Factions.d__88:MoveNext() LE.Factions.ObservatoryPanel:DestroyConstellation(Constellation, Boolean) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Sync Received, Init(South) False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) NaturalAbilityEndAction:Invoke() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() LE.Factions.Constellation:HideSlowlyBeforeDestroying() LE.Factions.d__88:MoveNext() LE.Factions.ObservatoryPanel:DestroyConstellation(Constellation, Boolean) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Open Observatory, Init(South), False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) LE.Factions.FactionsPanelManager:OnObservatoryOpened(ProphecyRegion) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Client: Sync Received, Init(South) False UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__85:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryPanel:Init(ProphecyRegion, Boolean) NaturalAbilityEndAction:Invoke() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() LE.Factions.Constellation:HideSlowlyBeforeDestroying() LE.Factions.d__88:MoveNext() LE.Factions.ObservatoryPanel:DestroyConstellation(Constellation, Boolean) LE.Factions.d__90:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Threading.ContextCallback:Invoke(Object) System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) LE.Factions.d__20:MoveNext() System.Threading.ContextCallback:Invoke(Object) System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) LE.Factions.d__23:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 22) Unloading 1137 unused Assets to reduce memory usage. Loaded Objects now: 1035704. Total: 2694.145900 ms (FindLiveObjects: 96.530600 ms CreateObjectMapping: 139.279600 ms MarkObjects: 2453.594700 ms DeleteObjects: 4.740500 ms) Unloading 55 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 44.076800 ms LoadingScreen.OnSceneLoaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(MonolithHub, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'MonolithHub' 6.89 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 518 unused Assets to reduce memory usage. Loaded Objects now: 1061702. Total: 3146.070100 ms (FindLiveObjects: 139.526600 ms CreateObjectMapping: 205.729000 ms MarkObjects: 2794.174000 ms DeleteObjects: 6.640200 ms) LoadingScreen.OnDisable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 518282651 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Boss UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_M350, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_M350) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 28) Unloading 3020 unused Assets to reduce memory usage. Loaded Objects now: 1065699. Total: 3002.486100 ms (FindLiveObjects: 118.979900 ms CreateObjectMapping: 173.775700 ms MarkObjects: 2707.171500 ms DeleteObjects: 2.558400 ms) Unloading 21 Unused Serialized files (Serialized files now loaded: 28) UnloadTime: 35.166000 ms LoadingScreen.OnSceneLoaded(M_M350, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_M350) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_M350, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_M350' 15.35 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2052 unused Assets to reduce memory usage. Loaded Objects now: 1074181. Total: 2410.582100 ms (FindLiveObjects: 90.231600 ms CreateObjectMapping: 145.510500 ms MarkObjects: 2170.831500 ms DeleteObjects: 4.007700 ms) LoadingScreen.OnDisable(M_M350) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 28) Unloading 556 unused Assets to reduce memory usage. Loaded Objects now: 1093517. Total: 2499.802200 ms (FindLiveObjects: 97.190500 ms CreateObjectMapping: 140.344000 ms MarkObjects: 2260.406800 ms DeleteObjects: 1.860500 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 28) UnloadTime: 81.455100 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.53 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 312 unused Assets to reduce memory usage. Loaded Objects now: 1035064. Total: 2351.023500 ms (FindLiveObjects: 80.499600 ms CreateObjectMapping: 144.813000 ms MarkObjects: 2123.900800 ms DeleteObjects: 1.809800 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 518906981 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_M350, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_M350) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 2678 unused Assets to reduce memory usage. Loaded Objects now: 1040818. Total: 2381.347100 ms (FindLiveObjects: 85.630900 ms CreateObjectMapping: 147.446100 ms MarkObjects: 2144.575300 ms DeleteObjects: 3.694100 ms) Unloading 21 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 14.546000 ms LoadingScreen.OnSceneLoaded(M_M350, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_M350) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_M350, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_M350' 8.98 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4195 unused Assets to reduce memory usage. Loaded Objects now: 1079497. Total: 2443.015900 ms (FindLiveObjects: 75.957400 ms CreateObjectMapping: 143.302200 ms MarkObjects: 2220.139000 ms DeleteObjects: 3.616900 ms) LoadingScreen.OnDisable(M_M350) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 24) Unloading 489 unused Assets to reduce memory usage. Loaded Objects now: 1107393. Total: 2486.232100 ms (FindLiveObjects: 97.332600 ms CreateObjectMapping: 142.350000 ms MarkObjects: 2241.188500 ms DeleteObjects: 5.360500 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 99.138300 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.51 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 758 unused Assets to reduce memory usage. Loaded Objects now: 1034012. Total: 2384.035700 ms (FindLiveObjects: 84.602400 ms CreateObjectMapping: 146.741100 ms MarkObjects: 2150.244400 ms DeleteObjects: 2.447500 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 519156383 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Spires UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_M280, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_M280) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 28) Unloading 1120 unused Assets to reduce memory usage. Loaded Objects now: 1040826. Total: 2370.971500 ms (FindLiveObjects: 80.137100 ms CreateObjectMapping: 144.114500 ms MarkObjects: 2144.627400 ms DeleteObjects: 2.092000 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 28) UnloadTime: 14.250900 ms LoadingScreen.OnSceneLoaded(M_M280, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_M280) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_M280, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_M280' 12.49 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 4801 unused Assets to reduce memory usage. Loaded Objects now: 1096461. Total: 2488.850700 ms (FindLiveObjects: 89.259500 ms CreateObjectMapping: 152.674800 ms MarkObjects: 2242.121300 ms DeleteObjects: 4.794700 ms) LoadingScreen.OnDisable(M_M280) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 27) Unloading 10963 unused Assets to reduce memory usage. Loaded Objects now: 1132292. Total: 2528.062200 ms (FindLiveObjects: 88.834400 ms CreateObjectMapping: 145.351400 ms MarkObjects: 2271.038200 ms DeleteObjects: 22.837800 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 101.084800 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.54 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 202 unused Assets to reduce memory usage. Loaded Objects now: 1039386. Total: 2447.579000 ms (FindLiveObjects: 80.622000 ms CreateObjectMapping: 145.647100 ms MarkObjects: 2219.518600 ms DeleteObjects: 1.790700 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 519297514 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Arena_1_Forest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 29) Unloading 1151 unused Assets to reduce memory usage. Loaded Objects now: 1041776. Total: 2394.842500 ms (FindLiveObjects: 76.000300 ms CreateObjectMapping: 157.568000 ms MarkObjects: 2159.587100 ms DeleteObjects: 1.686600 ms) Unloading 34 Unused Serialized files (Serialized files now loaded: 29) UnloadTime: 14.321300 ms LoadingScreen.OnSceneLoaded(M_Arena_1_Forest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Arena_1_Forest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Arena_1_Forest' 13.42 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2588 unused Assets to reduce memory usage. Loaded Objects now: 1041420. Total: 2417.476700 ms (FindLiveObjects: 92.713000 ms CreateObjectMapping: 161.365700 ms MarkObjects: 2160.447100 ms DeleteObjects: 2.950500 ms) LoadingScreen.OnDisable(M_Arena_1_Forest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 22) Unloading 1486 unused Assets to reduce memory usage. Loaded Objects now: 1038815. Total: 2461.930100 ms (FindLiveObjects: 88.029000 ms CreateObjectMapping: 173.790900 ms MarkObjects: 2194.926100 ms DeleteObjects: 5.183300 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 22.944600 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.20 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 280 unused Assets to reduce memory usage. Loaded Objects now: 1035935. Total: 2423.392300 ms (FindLiveObjects: 83.726300 ms CreateObjectMapping: 144.258200 ms MarkObjects: 2193.085800 ms DeleteObjects: 2.321500 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 519508707 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to AmbushDisguisedAsBoss UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_M180, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_M180) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 26) Unloading 48 unused Assets to reduce memory usage. Loaded Objects now: 1048134. Total: 2591.846900 ms (FindLiveObjects: 93.852100 ms CreateObjectMapping: 151.350000 ms MarkObjects: 2345.223400 ms DeleteObjects: 1.421000 ms) Unloading 60 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 15.377300 ms LoadingScreen.OnSceneLoaded(M_M180, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_M180) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_M180, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_M180' 17.83 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 7839 unused Assets to reduce memory usage. Loaded Objects now: 1191828. Total: 2596.714100 ms (FindLiveObjects: 93.767000 ms CreateObjectMapping: 160.971700 ms MarkObjects: 2336.421200 ms DeleteObjects: 5.553700 ms) LoadingScreen.OnDisable(M_M180) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 27) Unloading 1144 unused Assets to reduce memory usage. Loaded Objects now: 1203592. Total: 2468.373800 ms (FindLiveObjects: 98.761600 ms CreateObjectMapping: 130.977600 ms MarkObjects: 2233.372800 ms DeleteObjects: 5.261300 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 1571.638800 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 7.30 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 439 unused Assets to reduce memory usage. Loaded Objects now: 1041224. Total: 2376.470100 ms (FindLiveObjects: 86.470600 ms CreateObjectMapping: 132.339500 ms MarkObjects: 2155.267000 ms DeleteObjects: 2.392400 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 519932266 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Arena_6_Leaves, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Arena_6_Leaves) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 27) Unloading 2402 unused Assets to reduce memory usage. Loaded Objects now: 1044624. Total: 2461.837800 ms (FindLiveObjects: 90.001900 ms CreateObjectMapping: 142.169400 ms MarkObjects: 2225.937400 ms DeleteObjects: 3.728500 ms) Staleness of 12.1680388 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T03:18:34.4586689Z", "stalenessTime": 12.1680388 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 42 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 14.640000 ms LoadingScreen.OnSceneLoaded(M_Arena_6_Leaves, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Arena_6_Leaves) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Arena_6_Leaves, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Arena_6_Leaves' 16.37 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2889 unused Assets to reduce memory usage. Loaded Objects now: 1052234. Total: 2423.512600 ms (FindLiveObjects: 74.871300 ms CreateObjectMapping: 161.937800 ms MarkObjects: 2183.312800 ms DeleteObjects: 3.390000 ms) LoadingScreen.OnDisable(M_Arena_6_Leaves) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 27) Unloading 892 unused Assets to reduce memory usage. Loaded Objects now: 1074452. Total: 2428.847200 ms (FindLiveObjects: 88.537800 ms CreateObjectMapping: 141.457000 ms MarkObjects: 2195.754700 ms DeleteObjects: 3.097300 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 51.258000 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.32 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 241 unused Assets to reduce memory usage. Loaded Objects now: 1043400. Total: 2431.850400 ms (FindLiveObjects: 88.917600 ms CreateObjectMapping: 143.926100 ms MarkObjects: 2196.380300 ms DeleteObjects: 2.625700 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 520132322 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Boss UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_M100, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_M100) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 25) Unloading 2285 unused Assets to reduce memory usage. Loaded Objects now: 1050148. Total: 2486.604100 ms (FindLiveObjects: 120.350100 ms CreateObjectMapping: 165.141400 ms MarkObjects: 2198.107600 ms DeleteObjects: 3.004400 ms) Unloading 20 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 15.784400 ms LoadingScreen.OnSceneLoaded(M_M100, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_M100) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_M100, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_M100' 14.00 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 9205 unused Assets to reduce memory usage. Loaded Objects now: 1088803. Total: 2492.325400 ms (FindLiveObjects: 109.843200 ms CreateObjectMapping: 155.401700 ms MarkObjects: 2222.163400 ms DeleteObjects: 4.916600 ms) LoadingScreen.OnDisable(M_M100) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 2370 unused Assets to reduce memory usage. Loaded Objects now: 1119540. Total: 2490.390200 ms (FindLiveObjects: 101.248400 ms CreateObjectMapping: 143.815100 ms MarkObjects: 2242.701200 ms DeleteObjects: 2.625100 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 85.837800 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.85 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 221 unused Assets to reduce memory usage. Loaded Objects now: 1041037. Total: 2391.458000 ms (FindLiveObjects: 87.691500 ms CreateObjectMapping: 146.403000 ms MarkObjects: 2155.758500 ms DeleteObjects: 1.604600 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 520586013 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Shade, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 29) Unloading 16960 unused Assets to reduce memory usage. Loaded Objects now: 1046009. Total: 2484.503300 ms (FindLiveObjects: 78.487600 ms CreateObjectMapping: 149.666800 ms MarkObjects: 2249.238200 ms DeleteObjects: 7.110300 ms) Staleness of 10.1831358 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T03:29:28.2060272Z", "stalenessTime": 10.183135799999999 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 30 Unused Serialized files (Serialized files now loaded: 29) UnloadTime: 16.195900 ms LoadingScreen.OnSceneLoaded(M_Shade, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Shade, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Shade' 12.02 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1595 unused Assets to reduce memory usage. Loaded Objects now: 1044467. Total: 2650.595200 ms (FindLiveObjects: 79.827700 ms CreateObjectMapping: 145.749500 ms MarkObjects: 2422.372700 ms DeleteObjects: 2.644700 ms) LoadingScreen.OnDisable(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Player died: -IsLocalPlayer: True -LocalPlayer: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report IndexOutOfRangeException: Index was outside the bounds of the array. at ComplexAnimationManager.startMoving () [0x00000] in <00000000000000000000000000000000>:0 at RelayAnimationManager.startMoving () [0x00000] in <00000000000000000000000000000000>:0 at AnimationManager.ReceiveAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveTriggerAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendTriggerAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at GameplayRelayAnimationManager.SyncAnimationStateForge () [0x00000] in <00000000000000000000000000000000>:0 at GameplayRelayAnimationManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [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 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at DyingPlayer+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.ContinuationQueue.RunCore () [0x00000] in <00000000000000000000000000000000>:0 at RicochetMovement+OnRicochetHitAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 2568 unused Assets to reduce memory usage. Loaded Objects now: 1044128. Total: 2442.670700 ms (FindLiveObjects: 80.899000 ms CreateObjectMapping: 148.902100 ms MarkObjects: 2209.957900 ms DeleteObjects: 2.911300 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 19.464800 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 3.99 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 67 unused Assets to reduce memory usage. Loaded Objects now: 1040040. Total: 2391.949000 ms (FindLiveObjects: 79.122500 ms CreateObjectMapping: 144.503600 ms MarkObjects: 2166.535500 ms DeleteObjects: 1.787000 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 520679866 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Shade, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 27) Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 1044211. Total: 2427.426300 ms (FindLiveObjects: 74.796800 ms CreateObjectMapping: 146.131800 ms MarkObjects: 2205.335300 ms DeleteObjects: 1.161900 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 14.221500 ms LoadingScreen.OnSceneLoaded(M_Shade, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Shade, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Shade' 8.23 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1608 unused Assets to reduce memory usage. Loaded Objects now: 1042616. Total: 2376.908800 ms (FindLiveObjects: 92.099800 ms CreateObjectMapping: 143.096000 ms MarkObjects: 2139.428500 ms DeleteObjects: 2.284200 ms) LoadingScreen.OnDisable(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Player died: -IsLocalPlayer: True -LocalPlayer: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) IndexOutOfRangeException: Index was outside the bounds of the array. at ComplexAnimationManager.startMoving () [0x00000] in <00000000000000000000000000000000>:0 at RelayAnimationManager.startMoving () [0x00000] in <00000000000000000000000000000000>:0 at AnimationManager.ReceiveAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveTriggerAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendTriggerAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at GameplayRelayAnimationManager.SyncAnimationStateForge () [0x00000] in <00000000000000000000000000000000>:0 at GameplayRelayAnimationManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [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 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) IndexOutOfRangeException: Index was outside the bounds of the array. at ComplexAnimationManager.startMoving () [0x00000] in <00000000000000000000000000000000>:0 at RelayAnimationManager.startMoving () [0x00000] in <00000000000000000000000000000000>:0 at AnimationManager.ReceiveAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveTriggerAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendTriggerAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at GameplayRelayAnimationManager.SyncAnimationStateForge () [0x00000] in <00000000000000000000000000000000>:0 at GameplayRelayAnimationManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [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 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at DyingPlayer+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.ContinuationQueue.RunCore () [0x00000] in <00000000000000000000000000000000>:0 at RicochetMovement+OnRicochetHitAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 2965 unused Assets to reduce memory usage. Loaded Objects now: 1044732. Total: 2517.938100 ms (FindLiveObjects: 93.802400 ms CreateObjectMapping: 152.768400 ms MarkObjects: 2268.512000 ms DeleteObjects: 2.854500 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 20.226200 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.26 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 67 unused Assets to reduce memory usage. Loaded Objects now: 1039900. Total: 2658.059500 ms (FindLiveObjects: 83.987500 ms CreateObjectMapping: 169.672800 ms MarkObjects: 2402.910800 ms DeleteObjects: 1.487900 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 520842956 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Shade, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 29) Unloading 1053 unused Assets to reduce memory usage. Loaded Objects now: 1044266. Total: 2435.738300 ms (FindLiveObjects: 82.819100 ms CreateObjectMapping: 148.311200 ms MarkObjects: 2202.993400 ms DeleteObjects: 1.613900 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 29) UnloadTime: 15.105200 ms LoadingScreen.OnSceneLoaded(M_Shade, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Shade, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Shade' 10.48 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1470 unused Assets to reduce memory usage. Loaded Objects now: 1042718. Total: 2455.980000 ms (FindLiveObjects: 89.977000 ms CreateObjectMapping: 149.948400 ms MarkObjects: 2213.678400 ms DeleteObjects: 2.375800 ms) LoadingScreen.OnDisable(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Player died: -IsLocalPlayer: True -LocalPlayer: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at DyingPlayer+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.ContinuationQueue.RunCore () [0x00000] in <00000000000000000000000000000000>:0 at RicochetMovement+OnRicochetHitAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 2405 unused Assets to reduce memory usage. Loaded Objects now: 1044160. Total: 2504.388900 ms (FindLiveObjects: 80.052000 ms CreateObjectMapping: 149.822600 ms MarkObjects: 2268.693000 ms DeleteObjects: 5.820900 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 25) UnloadTime: 19.023800 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.25 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 67 unused Assets to reduce memory usage. Loaded Objects now: 1039900. Total: 2429.733600 ms (FindLiveObjects: 84.539700 ms CreateObjectMapping: 146.658100 ms MarkObjects: 2196.769000 ms DeleteObjects: 1.766200 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (902.8, 419.0) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UITooltipItem:OpenBlessingTooltip(ItemTooltipInfo, Vector2, GameObject, ItemDataUnpacked, Int32) TooltipItemManager:OpenTooltip(ItemDataUnpacked, SlotType, Vector2, Vector3, GameObject) ConainerUITooltipItem:ItemContainerUI_OnItemHovered(Object, ItemContainerHoverHandler) System.EventHandler`1:Invoke(Object, TEventArgs) ItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (902.8, 419.0) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UITooltipItem:OpenBlessingTooltip(ItemTooltipInfo, Vector2, GameObject, ItemDataUnpacked, Int32) TooltipItemManager:OpenTooltip(ItemDataUnpacked, SlotType, Vector2, Vector3, GameObject) ConainerUITooltipItem:ItemContainerUI_OnItemHovered(Object, ItemContainerHoverHandler) System.EventHandler`1:Invoke(Object, TEventArgs) ItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 521055556 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Shade, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 31) Unloading 1344 unused Assets to reduce memory usage. Loaded Objects now: 1044110. Total: 2667.201900 ms (FindLiveObjects: 105.681300 ms CreateObjectMapping: 164.758500 ms MarkObjects: 2395.087100 ms DeleteObjects: 1.674500 ms) Unloading 30 Unused Serialized files (Serialized files now loaded: 31) UnloadTime: 29.593400 ms LoadingScreen.OnSceneLoaded(M_Shade, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Shade, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Shade' 10.91 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1412 unused Assets to reduce memory usage. Loaded Objects now: 1042711. Total: 2573.279800 ms (FindLiveObjects: 136.647200 ms CreateObjectMapping: 219.185500 ms MarkObjects: 2215.233900 ms DeleteObjects: 2.212400 ms) LoadingScreen.OnDisable(M_Shade) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) IndexOutOfRangeException: Index was outside the bounds of the array. at ComplexAnimationManager.startMoving () [0x00000] in <00000000000000000000000000000000>:0 at RelayAnimationManager.startMoving () [0x00000] in <00000000000000000000000000000000>:0 at AnimationManager.ReceiveAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveTriggerAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendTriggerAnimationEvent (AnimationStates animationState, System.Nullable`1[T] animationNumber, System.Nullable`1[T] animationSpeed, System.Nullable`1[T] cyclicAttackIndex, System.Nullable`1[T] abilityUsesTempIdleState, System.Nullable`1[T] duration, System.Nullable`1[T] animation, System.Nullable`1[T] moveSpeedScale) [0x00000] in <00000000000000000000000000000000>:0 at GameplayRelayAnimationManager.SyncAnimationStateForge () [0x00000] in <00000000000000000000000000000000>:0 at GameplayRelayAnimationManager.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [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 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 23) Unloading 1751 unused Assets to reduce memory usage. Loaded Objects now: 1038598. Total: 2432.834000 ms (FindLiveObjects: 90.998600 ms CreateObjectMapping: 145.412500 ms MarkObjects: 2193.883500 ms DeleteObjects: 2.538900 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 15.970000 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.16 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 67 unused Assets to reduce memory usage. Loaded Objects now: 1039256. Total: 2515.200500 ms (FindLiveObjects: 80.957100 ms CreateObjectMapping: 144.738400 ms MarkObjects: 2288.142800 ms DeleteObjects: 1.361800 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.chooseQuestEcho (System.Int32 questEchoIndex) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(R2Q10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(R2Q10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 31) Unloading 13444 unused Assets to reduce memory usage. Loaded Objects now: 1063181. Total: 2466.788200 ms (FindLiveObjects: 78.492300 ms CreateObjectMapping: 162.483000 ms MarkObjects: 2220.828300 ms DeleteObjects: 4.984200 ms) Unloading 66 Unused Serialized files (Serialized files now loaded: 31) UnloadTime: 15.600400 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(R2Q10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(R2Q10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(R2Q10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'R2Q10' 26.31 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 12728 unused Assets to reduce memory usage. Loaded Objects now: 1113335. Total: 2721.154600 ms (FindLiveObjects: 89.155700 ms CreateObjectMapping: 153.462600 ms MarkObjects: 2470.475600 ms DeleteObjects: 8.060100 ms) LoadingScreen.OnDisable(R2Q10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (2) just before returning current pos x: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) AbilityCurveRotation:GetCurrentRotation(DisplacementType, DisplacementType, DisplacementType, AnimationCurve, AnimationCurve, AnimationCurve, Single, Single, Single, Single, Vector3, Vector3) AbilityCurveRotation:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Gameplay.Monolith.MonolithUIManager:CompleteObjectives() MonolithZoneManager:CompleteObjective(Single) MonolithZoneManager:OnQuestCompleted(Quest) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Gameplay.Monolith.MonolithUIManager:CompleteObjectives() MonolithZoneManager:CompleteObjective(Single) MonolithZoneManager:OnQuestCompleted(Quest) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Gameplay.Monolith.MonolithUIManager:CompleteObjectives() MonolithZoneManager:CompleteObjective(Single) MonolithZoneManager:OnQuestCompleted(Quest) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Gameplay.Monolith.MonolithUIManager:CompleteObjectives() MonolithZoneManager:CompleteObjective(Single) MonolithZoneManager:OnQuestCompleted(Quest) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:failStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:failObjective(Objective, Boolean) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 25) Unloading 3988 unused Assets to reduce memory usage. Loaded Objects now: 1139628. Total: 2575.246000 ms (FindLiveObjects: 99.926900 ms CreateObjectMapping: 149.738600 ms MarkObjects: 2321.640500 ms DeleteObjects: 3.939600 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 25) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) MonolithZoneManager:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) MonolithZoneManager:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) UnloadTime: 170.266500 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 6.28 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 768 unused Assets to reduce memory usage. Loaded Objects now: 1047173. Total: 2437.882000 ms (FindLiveObjects: 84.196600 ms CreateObjectMapping: 145.828000 ms MarkObjects: 2204.816700 ms DeleteObjects: 3.040400 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.chooseQuestEcho (System.Int32 questEchoIndex) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(R2Q20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(R2Q20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 31) Unloading 2855 unused Assets to reduce memory usage. Loaded Objects now: 1077424. Total: 2457.926300 ms (FindLiveObjects: 86.697900 ms CreateObjectMapping: 149.429600 ms MarkObjects: 2218.914500 ms DeleteObjects: 2.883800 ms) Staleness of 12.512262 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T03:47:29.131966Z", "stalenessTime": 12.512262 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 67 Unused Serialized files (Serialized files now loaded: 31) UnloadTime: 15.126500 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(R2Q20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(R2Q20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(R2Q20, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'R2Q20' 20.57 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 19465 unused Assets to reduce memory usage. Loaded Objects now: 1116728. Total: 2554.425000 ms (FindLiveObjects: 90.222800 ms CreateObjectMapping: 153.532700 ms MarkObjects: 2302.462400 ms DeleteObjects: 8.206700 ms) LoadingScreen.OnDisable(R2Q20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at GroundItemLabel.getItemData () [0x00000] in <00000000000000000000000000000000>:0 at TooltipItem.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.BaseInputModule.HandlePointerExitAndEnter (UnityEngine.EventSystems.PointerEventData currentPointerData, UnityEngine.GameObject newEnterTarget) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at GroundItemLabel.getItemData () [0x00000] in <00000000000000000000000000000000>:0 at TooltipItem.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.BaseInputModule.HandlePointerExitAndEnter (UnityEngine.EventSystems.PointerEventData currentPointerData, UnityEngine.GameObject newEnterTarget) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CompleteObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CompleteObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Action`1:Invoke(T) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) System.EventHandler`1:Invoke(Object, TEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at GroundItemLabel.getItemData () [0x00000] in <00000000000000000000000000000000>:0 at TooltipItem.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.BaseInputModule.HandlePointerExitAndEnter (UnityEngine.EventSystems.PointerEventData currentPointerData, UnityEngine.GameObject newEnterTarget) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) Objective:completeObjective(StatefulQuestListHolderProvider) ObjectiveCompleteInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) Objective:completeObjective(StatefulQuestListHolderProvider) ObjectiveCompleteInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at GroundItemLabel.getItemData () [0x00000] in <00000000000000000000000000000000>:0 at TooltipItem.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.BaseInputModule.HandlePointerExitAndEnter (UnityEngine.EventSystems.PointerEventData currentPointerData, UnityEngine.GameObject newEnterTarget) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at GroundItemLabel.getItemData () [0x00000] in <00000000000000000000000000000000>:0 at TooltipItem.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.BaseInputModule.HandlePointerExitAndEnter (UnityEngine.EventSystems.PointerEventData currentPointerData, UnityEngine.GameObject newEnterTarget) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Gameplay.Monolith.MonolithUIManager:CompleteObjectives() MonolithZoneManager:CompleteObjective(Single) MonolithZoneManager:OnQuestCompleted(Quest) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Gameplay.Monolith.MonolithUIManager:CompleteObjectives() MonolithZoneManager:CompleteObjective(Single) MonolithZoneManager:OnQuestCompleted(Quest) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:incrementStatefulObjective(StatefulObjective, Boolean) StatefulQuestList:incrementObjective(Objective, Boolean) IncremementObjectiveInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 26) Unloading 11426 unused Assets to reduce memory usage. Loaded Objects now: 1163645. Total: 3486.199900 ms (FindLiveObjects: 104.265800 ms CreateObjectMapping: 154.892500 ms MarkObjects: 3214.252200 ms DeleteObjects: 12.789100 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 26) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) MonolithZoneManager:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) MonolithZoneManager:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) UnloadTime: 204.870700 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 6.59 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1204 unused Assets to reduce memory usage. Loaded Objects now: 1047050. Total: 3962.354500 ms (FindLiveObjects: 181.426000 ms CreateObjectMapping: 246.501300 ms MarkObjects: 3521.730500 ms DeleteObjects: 12.696200 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.chooseQuestEcho (System.Int32 questEchoIndex) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(R2Q30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(R2Q30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 31) Unloading 4531 unused Assets to reduce memory usage. Loaded Objects now: 1072927. Total: 2483.193500 ms (FindLiveObjects: 89.097100 ms CreateObjectMapping: 148.105400 ms MarkObjects: 2241.061100 ms DeleteObjects: 4.929100 ms) Staleness of 10.6941401 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T03:52:13.5971921Z", "stalenessTime": 10.6941401 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 60 Unused Serialized files (Serialized files now loaded: 31) UnloadTime: 15.277000 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(R2Q30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, LE.SceneState.Core.InstantiatedContext context, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.SceneStateGraph.OnFirstPlayerInitialized (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg] (System.Action`1[T] action, TArg arg) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.ServerStateOwner.HandlePlayerInitialized (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg] (System.Action`1[T] action, TArg arg) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.PlacePlayerAtPosition (Actor actor, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 respawnPoint, System.Boolean immobilisePlayer, System.Single immobiliseDuration, System.Boolean makeActorWait) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.PlacePlayerAtPlayerSpawn (Actor actor, PlayerSpawn playerSpawn, System.Boolean makeActorWait) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.HandleDefaultTransition (Actor actor, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager+d__13.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.onSceneLoad (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at SceneService+d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PooledDelegate`1[T].Run (T _) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(R2Q30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(R2Q30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'R2Q30' 16.23 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 21340 unused Assets to reduce memory usage. Loaded Objects now: 1076557. Total: 2458.253900 ms (FindLiveObjects: 93.498000 ms CreateObjectMapping: 158.777500 ms MarkObjects: 2197.664800 ms DeleteObjects: 8.313100 ms) LoadingScreen.OnDisable(R2Q30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report ArgumentException: An item with the same key has already been added. Key: 0337173 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2[TStateMachine,T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions+<>c__51`1[T].b__51_0 (System.Object state) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.<>c__51`1:b__51_0(Object) System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception) Networking.Multiplayer.Interactables.Portals.d__2:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Networking.Multiplayer.Interactables.Portals.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() System.Action`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass57_0:b__0(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) ArgumentException: An item with the same key has already been added. Key: 0337173 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2[TStateMachine,T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions+<>c__51`1[T].b__51_0 (System.Object state) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.<>c__51`1:b__51_0(Object) System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception) Networking.Multiplayer.Interactables.Portals.d__2:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Networking.Multiplayer.Interactables.Portals.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() System.Action`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass57_0:b__0(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) ArgumentException: An item with the same key has already been added. Key: 0337173 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2[TStateMachine,T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions+<>c__51`1[T].b__51_0 (System.Object state) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.<>c__51`1:b__51_0(Object) System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception) Networking.Multiplayer.Interactables.Portals.d__2:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Networking.Multiplayer.Interactables.Portals.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() System.Action`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass57_0:b__0(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) ArgumentException: An item with the same key has already been added. Key: 0337173 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2[TStateMachine,T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions+<>c__51`1[T].b__51_0 (System.Object state) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.<>c__51`1:b__51_0(Object) System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception) Networking.Multiplayer.Interactables.Portals.d__2:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Networking.Multiplayer.Interactables.Portals.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() System.Action`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass57_0:b__0(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) ArgumentException: An item with the same key has already been added. Key: 0337173 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2[TStateMachine,T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions+<>c__51`1[T].b__51_0 (System.Object state) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.<>c__51`1:b__51_0(Object) System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception) Networking.Multiplayer.Interactables.Portals.d__2:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Networking.Multiplayer.Interactables.Portals.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() System.Action`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass57_0:b__0(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) ArgumentException: An item with the same key has already been added. Key: 0337173 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2[TStateMachine,T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions+<>c__51`1[T].b__51_0 (System.Object state) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.<>c__51`1:b__51_0(Object) System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception) Networking.Multiplayer.Interactables.Portals.d__2:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Networking.Multiplayer.Interactables.Portals.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() System.Action`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass57_0:b__0(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) ArgumentException: An item with the same key has already been added. Key: 0337173 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2[TStateMachine,T].GetResult (System.Int16 token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskExtensions+<>c__51`1[T].b__51_0 (System.Object state) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetException (System.Exception error) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalService+d__2.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Continuation (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] argHandle) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.String errorMsg) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceManager+InstanceOperation.Execute () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeExecute () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1+<>c__DisplayClass57_0[TObject].b__0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] s) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at DelegateList`1[T].Invoke (T res) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1[TObject].Complete (TObject result, System.Boolean success, System.Exception exception, System.Boolean releaseDependenciesOnFailure) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1[TObject].ProviderCompleted[T] (T result, System.Boolean status, System.Exception e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.ResourceManagement.ResourceProviders.BundledAssetProvider+InternalOp.CompleteOperation () [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.<>c__51`1:b__51_0(Object) System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetException(Exception) Networking.Multiplayer.Interactables.Portals.d__2:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Networking.Multiplayer.Interactables.Portals.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() System.Action`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass57_0:b__0(AsyncOperationHandle`1) System.Action`1:Invoke(T) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:CompleteOperation() System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__9.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.ToTownPortal (LE.Services.Models.UserIdentity userIdentity, System.String townScene, UnityEngine.Vector3 portalPos) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalLogicController+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalLogicController.OnAttemptUse (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.ReceiveAttemptUse (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.SendAttemptUse () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at WalkToInteractable.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [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 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 29) Unloading 6518 unused Assets to reduce memory usage. Loaded Objects now: 1073280. Total: 2903.203900 ms (FindLiveObjects: 92.588100 ms CreateObjectMapping: 165.043900 ms MarkObjects: 2641.353800 ms DeleteObjects: 4.217500 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 29) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) MonolithZoneManager:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at Networking.Multiplayer.Interactables.Portals.PortalVisualController.InitiateDestruction () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Networking.Multiplayer.Interactables.Portals.PortalVisualController.InitiateDestruction () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Networking.Multiplayer.Interactables.Portals.PortalVisualController.InitiateDestruction () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at Networking.Multiplayer.Interactables.Portals.PortalVisualController.InitiateDestruction () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) UnloadTime: 94.682800 ms LoadingScreen.OnSceneLoaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(EoT, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'EoT' 19.11 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Minimus(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 788 unused Assets to reduce memory usage. Loaded Objects now: 1072519. Total: 3426.214500 ms (FindLiveObjects: 175.508200 ms CreateObjectMapping: 218.089000 ms MarkObjects: 3029.605800 ms DeleteObjects: 3.011100 ms) LoadingScreen.OnDisable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 26) Unloading 102 unused Assets to reduce memory usage. Loaded Objects now: 1064047. Total: 2567.656100 ms (FindLiveObjects: 85.455800 ms CreateObjectMapping: 145.971100 ms MarkObjects: 2330.744600 ms DeleteObjects: 5.484300 ms) Unloading 55 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 31.784900 ms LoadingScreen.OnSceneLoaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(MonolithHub, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'MonolithHub' 8.08 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 977 unused Assets to reduce memory usage. Loaded Objects now: 1067513. Total: 2460.440000 ms (FindLiveObjects: 100.305900 ms CreateObjectMapping: 154.114900 ms MarkObjects: 2201.938800 ms DeleteObjects: 4.080000 ms) LoadingScreen.OnDisable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 522444269 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to SlayEnemiesUntilAmbushed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_M30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_M30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 30) Unloading 1019 unused Assets to reduce memory usage. Loaded Objects now: 1083553. Total: 2508.319200 ms (FindLiveObjects: 95.511700 ms CreateObjectMapping: 146.502000 ms MarkObjects: 2263.570000 ms DeleteObjects: 2.735000 ms) Unloading 47 Unused Serialized files (Serialized files now loaded: 30) UnloadTime: 38.069400 ms LoadingScreen.OnSceneLoaded(M_M30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_M30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_M30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_M30' 13.79 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 13120 unused Assets to reduce memory usage. Loaded Objects now: 1100015. Total: 2464.462900 ms (FindLiveObjects: 80.812300 ms CreateObjectMapping: 147.788200 ms MarkObjects: 2228.624700 ms DeleteObjects: 7.237200 ms) LoadingScreen.OnDisable(M_M30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) Particle System is trying to spawn on a mesh with zero surface area (Filename: Line: 1682) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 28) Unloading 2294 unused Assets to reduce memory usage. Loaded Objects now: 1097397. Total: 2584.841900 ms (FindLiveObjects: 94.758800 ms CreateObjectMapping: 143.016400 ms MarkObjects: 2341.594900 ms DeleteObjects: 5.471300 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 28) UnloadTime: 66.237900 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 6.01 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 402 unused Assets to reduce memory usage. Loaded Objects now: 1038867. Total: 2604.955600 ms (FindLiveObjects: 90.164300 ms CreateObjectMapping: 183.983700 ms MarkObjects: 2327.013200 ms DeleteObjects: 3.793800 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 523022909 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Boss UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_B20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_B20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 28) Unloading 440 unused Assets to reduce memory usage. Loaded Objects now: 1051119. Total: 2383.595700 ms (FindLiveObjects: 79.407800 ms CreateObjectMapping: 145.749100 ms MarkObjects: 2156.828800 ms DeleteObjects: 1.609400 ms) Unloading 45 Unused Serialized files (Serialized files now loaded: 28) UnloadTime: 16.125200 ms LoadingScreen.OnSceneLoaded(M_B20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_B20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_B20, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_B20' 18.14 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at ShrinePlacementManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ShrinePlacementManager.Start () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) d__24:MoveNext() ShrinePlacementManager:Start() (Filename: currently not available on il2cpp Line: -1) Unloading 8596 unused Assets to reduce memory usage. Loaded Objects now: 1093407. Total: 2486.975300 ms (FindLiveObjects: 81.759200 ms CreateObjectMapping: 143.919600 ms MarkObjects: 2256.524500 ms DeleteObjects: 4.771700 ms) LoadingScreen.OnDisable(M_B20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) submeshIndex out of range. Clampped to 0. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32, Int32) UnityEngine.Rendering.CommandBuffer:DrawRenderer(Renderer, Material, Int32) LE.Effects.OutlinePostEffectRenderer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessEffectRendererExtensions:RenderOrLog(PostProcessEffectRenderer, PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderList(List`1, PostProcessRenderContext, String) UnityEngine.Rendering.PostProcessing.PostProcessLayer:RenderInjectionPoint(PostProcessEvent, PostProcessRenderContext, String, Int32) UnityEngine.Rendering.PostProcessing.PostProcessLayer:Render(PostProcessRenderContext) UnityEngine.Rendering.PostProcessing.PostProcessLayer:BuildCommandBuffers() UnityEngine.Rendering.PostProcessing.PostProcessLayer:OnPreCull() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 28) Unloading 1518 unused Assets to reduce memory usage. Loaded Objects now: 1104329. Total: 2726.938800 ms (FindLiveObjects: 96.970300 ms CreateObjectMapping: 182.211000 ms MarkObjects: 2444.196000 ms DeleteObjects: 3.561000 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 28) UnloadTime: 79.836400 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.99 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 657 unused Assets to reduce memory usage. Loaded Objects now: 1042421. Total: 2538.252600 ms (FindLiveObjects: 92.044800 ms CreateObjectMapping: 197.810300 ms MarkObjects: 2241.568100 ms DeleteObjects: 6.828900 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 523513597 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Forge UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_F50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_F50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 29) Unloading 3982 unused Assets to reduce memory usage. Loaded Objects now: 1054153. Total: 2441.208100 ms (FindLiveObjects: 106.038500 ms CreateObjectMapping: 145.190000 ms MarkObjects: 2186.248100 ms DeleteObjects: 3.731000 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 29) UnloadTime: 14.326300 ms LoadingScreen.OnSceneLoaded(M_F50, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_F50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_F50, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_F50' 11.98 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 10225 unused Assets to reduce memory usage. Loaded Objects now: 1069743. Total: 2420.732300 ms (FindLiveObjects: 86.547500 ms CreateObjectMapping: 144.413800 ms MarkObjects: 2184.699700 ms DeleteObjects: 5.070500 ms) LoadingScreen.OnDisable(M_F50) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Player died: -IsLocalPlayer: True -LocalPlayer: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) player MainPlayer(Clone) died UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) StateController:switchCurrentState(State) State:TryToEnter() State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at DyingPlayer+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.ContinuationQueue.RunCore () [0x00000] in <00000000000000000000000000000000>:0 at RicochetMovement+OnRicochetHitAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__19:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 30) Unloading 2781 unused Assets to reduce memory usage. Loaded Objects now: 1105642. Total: 2770.086200 ms (FindLiveObjects: 86.290100 ms CreateObjectMapping: 144.507900 ms MarkObjects: 2534.075400 ms DeleteObjects: 5.212400 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 30) UnloadTime: 106.556800 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.67 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 630 unused Assets to reduce memory usage. Loaded Objects now: 1041428. Total: 2825.053200 ms (FindLiveObjects: 119.435300 ms CreateObjectMapping: 209.627000 ms MarkObjects: 2491.477500 ms DeleteObjects: 4.512900 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 24) Unloading 1707 unused Assets to reduce memory usage. Loaded Objects now: 1037609. Total: 2399.935900 ms (FindLiveObjects: 80.569900 ms CreateObjectMapping: 141.260300 ms MarkObjects: 2174.650600 ms DeleteObjects: 3.454600 ms) Unloading 55 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 15.399100 ms LoadingScreen.OnSceneLoaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(MonolithHub, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'MonolithHub' 5.25 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 764 unused Assets to reduce memory usage. Loaded Objects now: 1067981. Total: 2394.583200 ms (FindLiveObjects: 91.764000 ms CreateObjectMapping: 142.680300 ms MarkObjects: 2157.938500 ms DeleteObjects: 2.199400 ms) LoadingScreen.OnDisable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(ArenaLobby, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 27) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1069538. Total: 2402.940900 ms (FindLiveObjects: 79.484700 ms CreateObjectMapping: 148.718700 ms MarkObjects: 2173.437700 ms DeleteObjects: 1.298800 ms) Unloading 69 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 40.896500 ms LoadingScreen.OnSceneLoaded(ArenaLobby, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(ArenaLobby, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'ArenaLobby' 11.24 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1340 unused Assets to reduce memory usage. Loaded Objects now: 1067003. Total: 2441.628500 ms (FindLiveObjects: 77.219200 ms CreateObjectMapping: 145.338900 ms MarkObjects: 2214.965300 ms DeleteObjects: 4.104400 ms) LoadingScreen.OnDisable(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (858.8, 412.0) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UITooltipItem:OpenBlessingTooltip(ItemTooltipInfo, Vector2, GameObject, ItemDataUnpacked, Int32) TooltipItemManager:OpenTooltip(ItemDataUnpacked, SlotType, Vector2, Vector3, GameObject) ConainerUITooltipItem:ItemContainerUI_OnItemHovered(Object, ItemContainerHoverHandler) System.EventHandler`1:Invoke(Object, TEventArgs) ItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (858.8, 412.0) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UITooltipItem:OpenBlessingTooltip(ItemTooltipInfo, Vector2, GameObject, ItemDataUnpacked, Int32) TooltipItemManager:OpenTooltip(ItemDataUnpacked, SlotType, Vector2, Vector3, GameObject) ConainerUITooltipItem:ItemContainerUI_OnItemHovered(Object, ItemContainerHoverHandler) System.EventHandler`1:Invoke(Object, TEventArgs) ItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (852.8, 430.0) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UITooltipItem:OpenBlessingTooltip(ItemTooltipInfo, Vector2, GameObject, ItemDataUnpacked, Int32) TooltipItemManager:OpenTooltip(ItemDataUnpacked, SlotType, Vector2, Vector3, GameObject) ConainerUITooltipItem:ItemContainerUI_OnItemHovered(Object, ItemContainerHoverHandler) System.EventHandler`1:Invoke(Object, TEventArgs) ItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) (852.8, 430.0) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UITooltipItem:OpenBlessingTooltip(ItemTooltipInfo, Vector2, GameObject, ItemDataUnpacked, Int32) TooltipItemManager:OpenTooltip(ItemDataUnpacked, SlotType, Vector2, Vector3, GameObject) ConainerUITooltipItem:ItemContainerUI_OnItemHovered(Object, ItemContainerHoverHandler) System.EventHandler`1:Invoke(Object, TEventArgs) ItemContainerUI:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 26) Unloading 219 unused Assets to reduce memory usage. Loaded Objects now: 1068508. Total: 2668.193900 ms (FindLiveObjects: 93.339300 ms CreateObjectMapping: 142.594700 ms MarkObjects: 2430.677400 ms DeleteObjects: 1.582100 ms) Unloading 55 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 74.714400 ms LoadingScreen.OnSceneLoaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(MonolithHub, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'MonolithHub' 5.86 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 657 unused Assets to reduce memory usage. Loaded Objects now: 1069785. Total: 2771.937800 ms (FindLiveObjects: 95.184900 ms CreateObjectMapping: 172.152300 ms MarkObjects: 2460.673800 ms DeleteObjects: 43.926400 ms) LoadingScreen.OnDisable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.chooseQuestEcho (System.Int32 questEchoIndex) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(R2Q30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(R2Q30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__26:MoveNext() MonolithTimelinePanelManager:chooseQuestEcho(Int32) NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 31) Unloading 1924 unused Assets to reduce memory usage. Loaded Objects now: 1099760. Total: 2768.251400 ms (FindLiveObjects: 98.969500 ms CreateObjectMapping: 159.481200 ms MarkObjects: 2507.485300 ms DeleteObjects: 2.314600 ms) Staleness of 10.4102779 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T04:29:20.1764434Z", "stalenessTime": 10.410277899999999 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 60 Unused Serialized files (Serialized files now loaded: 31) UnloadTime: 38.672600 ms UpdateSystem should not be added to scenes. Please delete UpdateManager. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) LE.CustomUpdate.UpdateSystem:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(R2Q30, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, LE.SceneState.Core.InstantiatedContext context, PlayerActorSync stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.SceneStateGraph.OnFirstPlayerInitialized (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg] (System.Action`1[T] action, TArg arg) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.ServerStateOwner.HandlePlayerInitialized (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg] (System.Action`1[T] action, TArg arg) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.PlacePlayerAtPosition (Actor actor, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 respawnPoint, System.Boolean immobilisePlayer, System.Single immobiliseDuration, System.Boolean makeActorWait) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.PlacePlayerAtPlayerSpawn (Actor actor, PlayerSpawn playerSpawn, System.Boolean makeActorWait) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.HandleDefaultTransition (Actor actor, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager+d__19.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager+d__13.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at PlayerSpawnManager.onSceneLoad (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at SceneService+d__16.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PooledDelegate`1[T].Run (T _) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`1[T].Invoke (T obj) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.AsyncOperation.InvokeCompletionEvent () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception, Object) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: currently not available on il2cpp Line: -1) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:startQuest(Quest, Boolean, QuestStep) LE.SceneState.Actions.Quests.StartQuestAction:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:OnFirstPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) LE.Networking.ServerStateOwner:HandlePlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(R2Q30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(R2Q30, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'R2Q30' 15.02 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 19453 unused Assets to reduce memory usage. Loaded Objects now: 1077706. Total: 2460.118900 ms (FindLiveObjects: 97.811200 ms CreateObjectMapping: 155.861900 ms MarkObjects: 2196.944600 ms DeleteObjects: 9.500700 ms) LoadingScreen.OnDisable(R2Q30) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeQuestStep(StatefulQuest, Boolean) StatefulQuestList:evaluateQuestStepState(StatefulQuest, Boolean) StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) StatefulQuestList:refreshDisplay() StatefulQuestList:completeStatefulObjective(StatefulObjective, Boolean, Boolean) StatefulQuestList:completeObjective(Objective, Boolean, Boolean) LE.SceneState.Actions.Quests.CatchupQuestObjectives:Enter(PlayerActorSync, InstantiatedContext) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Nodes.BaseStateNode:TryProcessTrigger(Trigger, InstantiatedContext, PlayerActorSync) LE.SceneState.Core.StateGraph:TryProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Core.SceneStateGraph:ProcessTrigger(Trigger, PlayerActorSync) LE.SceneState.Interaction.StateTransitionInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerEngagedListener:ActorUsingAbilityStateActivated(Actor, Boolean, Boolean) UsingAbilityActivatedAction:Invoke(Actor, Boolean, Boolean) Actor:onUsingAbilityActivated(Boolean, Boolean) UsingAbility:Activate(Boolean, Boolean) ActorManager:callToArms(Alignment, Vector3, Single) UsingAbility:Activate(Boolean, Boolean) UsingAbility:activateIfEnemyInRange() UsingAbility:update(Single) UsingAbilityAI:update(Single) State:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__9.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.ToTownPortal (LE.Services.Models.UserIdentity userIdentity, System.String townScene, UnityEngine.Vector3 portalPos) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalLogicController+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalLogicController.OnAttemptUse (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.ReceiveAttemptUse (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.SendAttemptUse () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() LE.Services.Transitions.OfflineTransitionService:ToTownPortal(UserIdentity, String, Vector3) Networking.Multiplayer.Interactables.Portals.d__8:MoveNext() Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() NaturalAbilityEndAction:Invoke() PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 30) Unloading 4394 unused Assets to reduce memory usage. Loaded Objects now: 1079904. Total: 2824.917600 ms (FindLiveObjects: 100.409200 ms CreateObjectMapping: 159.278700 ms MarkObjects: 2560.845000 ms DeleteObjects: 4.384400 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 30) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) MonolithZoneManager:OnDestroy() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) UnloadTime: 87.924200 ms LoadingScreen.OnSceneLoaded(EoT, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(EoT, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'EoT' 15.65 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Minimus(Clone) is missing navMeshAgent UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 838 unused Assets to reduce memory usage. Loaded Objects now: 1077661. Total: 2708.747200 ms (FindLiveObjects: 131.724300 ms CreateObjectMapping: 180.599000 ms MarkObjects: 2370.538800 ms DeleteObjects: 25.884700 ms) LoadingScreen.OnDisable(EoT) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 26) Unloading 409 unused Assets to reduce memory usage. Loaded Objects now: 1064995. Total: 2735.989600 ms (FindLiveObjects: 89.050100 ms CreateObjectMapping: 168.877300 ms MarkObjects: 2471.720500 ms DeleteObjects: 6.341000 ms) Unloading 55 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 33.179800 ms LoadingScreen.OnSceneLoaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(MonolithHub, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'MonolithHub' 5.82 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 807 unused Assets to reduce memory usage. Loaded Objects now: 1068528. Total: 3228.155000 ms (FindLiveObjects: 80.357700 ms CreateObjectMapping: 155.449200 ms MarkObjects: 2987.010100 ms DeleteObjects: 5.337300 ms) LoadingScreen.OnDisable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 524577527 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to AmbushDisguisedAsForge UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_M360, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_M360) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 27) Unloading 34 unused Assets to reduce memory usage. Loaded Objects now: 1084972. Total: 2594.103800 ms (FindLiveObjects: 97.551100 ms CreateObjectMapping: 172.689100 ms MarkObjects: 2322.170100 ms DeleteObjects: 1.692900 ms) Unloading 15 Unused Serialized files (Serialized files now loaded: 27) UnloadTime: 42.187100 ms LoadingScreen.OnSceneLoaded(M_M360, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_M360) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_M360, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_M360' 13.17 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 9993 unused Assets to reduce memory usage. Loaded Objects now: 1068312. Total: 2493.296100 ms (FindLiveObjects: 78.868300 ms CreateObjectMapping: 148.540500 ms MarkObjects: 2256.994100 ms DeleteObjects: 8.892700 ms) LoadingScreen.OnDisable(M_M360) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at WalkToInteractable.OnUpdateTick (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [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 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) UnityEngine.Events.UnityAction`1:Invoke(T0) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 26) Unloading 3050 unused Assets to reduce memory usage. Loaded Objects now: 1103051. Total: 2562.725600 ms (FindLiveObjects: 98.860300 ms CreateObjectMapping: 141.355200 ms MarkObjects: 2319.359300 ms DeleteObjects: 3.150400 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 71.078000 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 5.18 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 200 unused Assets to reduce memory usage. Loaded Objects now: 1046239. Total: 2377.407800 ms (FindLiveObjects: 87.289600 ms CreateObjectMapping: 142.291600 ms MarkObjects: 2145.987800 ms DeleteObjects: 1.838400 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 525077849 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Patrol UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_E20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_E20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 30) Unloading 5918 unused Assets to reduce memory usage. Loaded Objects now: 1042395. Total: 3927.401100 ms (FindLiveObjects: 103.828800 ms CreateObjectMapping: 185.586000 ms MarkObjects: 3631.722400 ms DeleteObjects: 6.263000 ms) Staleness of 11.5549538 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T04:44:20.0422454Z", "stalenessTime": 11.5549538 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 49 Unused Serialized files (Serialized files now loaded: 30) UnloadTime: 16.144800 ms LoadingScreen.OnSceneLoaded(M_E20, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_E20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_E20, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_E20' 19.86 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 964 unused Assets to reduce memory usage. Loaded Objects now: 1072213. Total: 2417.913000 ms (FindLiveObjects: 76.071500 ms CreateObjectMapping: 142.917100 ms MarkObjects: 2196.254300 ms DeleteObjects: 2.669700 ms) LoadingScreen.OnDisable(M_E20) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 29) Unloading 975 unused Assets to reduce memory usage. Loaded Objects now: 1067640. Total: 2442.033200 ms (FindLiveObjects: 84.329600 ms CreateObjectMapping: 139.982800 ms MarkObjects: 2215.571500 ms DeleteObjects: 2.149100 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 29) UnloadTime: 39.458200 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.32 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 486 unused Assets to reduce memory usage. Loaded Objects now: 1042204. Total: 2403.211500 ms (FindLiveObjects: 90.672300 ms CreateObjectMapping: 148.880000 ms MarkObjects: 2160.836100 ms DeleteObjects: 2.822600 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 24) Unloading 858 unused Assets to reduce memory usage. Loaded Objects now: 1039238. Total: 2364.167900 ms (FindLiveObjects: 76.348400 ms CreateObjectMapping: 139.266700 ms MarkObjects: 2145.509600 ms DeleteObjects: 3.042700 ms) Unloading 55 Unused Serialized files (Serialized files now loaded: 24) UnloadTime: 15.022700 ms LoadingScreen.OnSceneLoaded(MonolithHub, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(MonolithHub, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'MonolithHub' 5.08 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 764 unused Assets to reduce memory usage. Loaded Objects now: 1069652. Total: 2391.637300 ms (FindLiveObjects: 84.744000 ms CreateObjectMapping: 144.976400 ms MarkObjects: 2159.463300 ms DeleteObjects: 2.453200 ms) LoadingScreen.OnDisable(MonolithHub) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 525347326 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Boss UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_F1S10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_F1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 30) Unloading 963 unused Assets to reduce memory usage. Loaded Objects now: 1078833. Total: 2381.659000 ms (FindLiveObjects: 75.098100 ms CreateObjectMapping: 141.638700 ms MarkObjects: 2163.085500 ms DeleteObjects: 1.836300 ms) Unloading 20 Unused Serialized files (Serialized files now loaded: 30) UnloadTime: 36.713200 ms LoadingScreen.OnSceneLoaded(M_F1S10, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_F1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_F1S10, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_F1S10' 10.68 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 6263 unused Assets to reduce memory usage. Loaded Objects now: 1068481. Total: 2633.378700 ms (FindLiveObjects: 77.206900 ms CreateObjectMapping: 182.853700 ms MarkObjects: 2368.524600 ms DeleteObjects: 4.793200 ms) LoadingScreen.OnDisable(M_F1S10) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:SaveFilter(String, Boolean) UIBase:closeAll(Boolean, Boolean, Boolean, Boolean) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:SaveFilter(String, Boolean) LootFilterUI:OnFilterSelected(Int32) TypeChangeAction:Invoke(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) LE.UI.Controls.ColoredIconDropdown:SetValue(Int32, Boolean) LE.UI.Controls.<>c__DisplayClass60_0:b__0(Boolean) UnityEngine.AudioConfigurationChangeHandler:Invoke(Boolean) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:SaveFilter(String, Boolean) ItemFiltering.ItemFilterManager:DisableActiveFilter() LootFilterUI:OnFilterSelected(Int32) TypeChangeAction:Invoke(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) LE.UI.Controls.ColoredIconDropdown:SetValue(Int32, Boolean) LE.UI.Controls.<>c__DisplayClass60_0:b__0(Boolean) UnityEngine.AudioConfigurationChangeHandler:Invoke(Boolean) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:DisableActiveFilter() LootFilterUI:OnFilterSelected(Int32) TypeChangeAction:Invoke(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) LE.UI.Controls.ColoredIconDropdown:SetValue(Int32, Boolean) LE.UI.Controls.<>c__DisplayClass60_0:b__0(Boolean) UnityEngine.AudioConfigurationChangeHandler:Invoke(Boolean) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:LoadFilter(String) LootFilterUI:OnFilterSelected(Int32) TypeChangeAction:Invoke(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) LE.UI.Controls.ColoredIconDropdown:SetValue(Int32, Boolean) LE.UI.Controls.<>c__DisplayClass60_0:b__0(Boolean) UnityEngine.AudioConfigurationChangeHandler:Invoke(Boolean) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:SaveFilter(String, Boolean) UIBase:closeAll(Boolean, Boolean, Boolean, Boolean) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 29) Unloading 846 unused Assets to reduce memory usage. Loaded Objects now: 1081388. Total: 2480.368100 ms (FindLiveObjects: 92.446000 ms CreateObjectMapping: 143.980700 ms MarkObjects: 2241.553500 ms DeleteObjects: 2.387400 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 29) UnloadTime: 46.524700 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 4.29 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 506 unused Assets to reduce memory usage. Loaded Objects now: 1043138. Total: 2359.274300 ms (FindLiveObjects: 81.344800 ms CreateObjectMapping: 141.048700 ms MarkObjects: 2135.030000 ms DeleteObjects: 1.850500 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:SaveFilter(String, Boolean) UIBase:closeAll(Boolean, Boolean, Boolean, Boolean) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:SaveFilter(String, Boolean) UIBase:closeAll(Boolean, Boolean, Boolean, Boolean) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:SaveFilter(String, Boolean) LootFilterUI:OnFilterSelected(Int32) TypeChangeAction:Invoke(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) LE.UI.Controls.ColoredIconDropdown:SetValue(Int32, Boolean) LE.UI.Controls.<>c__DisplayClass60_0:b__0(Boolean) UnityEngine.AudioConfigurationChangeHandler:Invoke(Boolean) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:SaveFilter(String, Boolean) ItemFiltering.ItemFilterManager:DisableActiveFilter() LootFilterUI:OnFilterSelected(Int32) TypeChangeAction:Invoke(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) LE.UI.Controls.ColoredIconDropdown:SetValue(Int32, Boolean) LE.UI.Controls.<>c__DisplayClass60_0:b__0(Boolean) UnityEngine.AudioConfigurationChangeHandler:Invoke(Boolean) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Follow this is null UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemTooltipOrganizer:ResetOffset() ItemTooltipOrganizer:resetAllLabelPositionsAndActivation() NaturalAbilityEndAction:Invoke() ItemFiltering.ItemFilterManager:DisableActiveFilter() LootFilterUI:OnFilterSelected(Int32) TypeChangeAction:Invoke(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) LE.UI.Controls.ColoredIconDropdown:SetValue(Int32, Boolean) LE.UI.Controls.<>c__DisplayClass60_0:b__0(Boolean) UnityEngine.AudioConfigurationChangeHandler:Invoke(Boolean) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) UnityEngine.UI.Toggle:Set(Boolean, Boolean) System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. LE.Core.MonoBehaviourSingleton`1:get_Instance() Settings.SoundMixSetting:OnEnable() SettingsPanelTabUIController:Select(TabUIElement) TabUIElement:OnPointerClick(PointerEventData) System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() [ line 606] (Filename: Line: 606) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Processing Monolith RNG, Seed: 526045282 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Setting mono objective to Forge UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at MonolithRunsManager+d__24.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at MonolithTimelinePanelManager.travelButtonClicked () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_G93, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_G93) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__24:MoveNext() MonolithTimelinePanelManager:travelButtonClicked() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 32) Unloading 2465 unused Assets to reduce memory usage. Loaded Objects now: 1051421. Total: 3443.653800 ms (FindLiveObjects: 104.484000 ms CreateObjectMapping: 150.733100 ms MarkObjects: 3184.202700 ms DeleteObjects: 4.233600 ms) Staleness of 13.4199104 seconds detected in player 0337173 for entity 1, DETAILS: { "Category": "data.cache", "Operation": "CheckStaleness", "EntityId": "1", "MasterPlayerAccountId": "0337173", "Success": false, "Details": { "dirtyTime": "2024-03-02T05:00:27.4748248Z", "stalenessTime": 13.4199104 } } UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Services.DataStoreCache:CheckStaleness(UserCacheEntry) LE.Services.d__17:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayIgnoreTimeScalePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 41 Unused Serialized files (Serialized files now loaded: 32) UnloadTime: 16.219900 ms LoadingScreen.OnSceneLoaded(M_G93, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_G93) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_G93, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_G93' 19.63 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 6725 unused Assets to reduce memory usage. Loaded Objects now: 1060853. Total: 2505.868600 ms (FindLiveObjects: 116.217900 ms CreateObjectMapping: 174.504400 ms MarkObjects: 2210.525900 ms DeleteObjects: 4.620000 ms) LoadingScreen.OnDisable(M_G93) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction+d__3.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at PlayFab.Events.PlayFabEvents+PlayFabRequestEvent`1[TRequest].Invoke (TRequest request) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleMovementInput (System.Boolean moveButton, System.Boolean moveButtonDown, System.Boolean dontMove) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() LoadSceneInteraction:Interaction(GameObject) PlayFab.Events.PlayFabRequestEvent`1:Invoke(TRequest) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 33) Unloading 1332 unused Assets to reduce memory usage. Loaded Objects now: 1088941. Total: 2823.652000 ms (FindLiveObjects: 191.473000 ms CreateObjectMapping: 157.892200 ms MarkObjects: 2471.723100 ms DeleteObjects: 2.563200 ms) Unloading 28 Unused Serialized files (Serialized files now loaded: 33) UnloadTime: 148.430100 ms no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) no current quest step UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) StatefulQuest:getState() QuestTrackerUI:refresh(Boolean) LE.Networking.Monolith.MonolithNetworkManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnSceneLoaded(M_Rest, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(M_Rest, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'M_Rest' 5.05 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 712 unused Assets to reduce memory usage. Loaded Objects now: 1045250. Total: 2498.457800 ms (FindLiveObjects: 93.135400 ms CreateObjectMapping: 168.111900 ms MarkObjects: 2229.183700 ms DeleteObjects: 8.026300 ms) LoadingScreen.OnDisable(M_Rest) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NotImplementedException: The method or operation is not implemented. at LE.Dungeons.ClientDungeonService.RemovePlayer (LE.Services.Models.UserIdentity userIdentity, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnPlayerLeave (LE.Services.Models.UserIdentity userIdentity) [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor+<>c__DisplayClass16_0+<g__OnUserTransitionAsync|0>d.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Dungeons.DungeonFloor.OnUserTransitioning (LE.Services.Models.UserIdentity user, LE.Services.Models.TransitionInfo transitionInfo, System.Boolean remainOnServer) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`3[T1,T2,T3].Invoke (T1 arg1, T2 arg2, T3 arg3) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__7.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer+NaturalAbilityEndAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.EventHandler`1[TEventArgs].Invoke (System.Object sender, TEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.Dungeons.<g__OnUserTransitionAsync|0>d:MoveNext() LE.Dungeons.DungeonFloor:OnUserTransitioning(UserIdentity, TransitionInfo, Boolean) System.Action`3:Invoke(T1, T2, T3) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: currently not available on il2cpp Line: -1) LoadingScreen.OnBeforeSceneUnloaded(ArenaLobby, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnBeforeSceneUnloaded enable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnEnable(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) System.Action`2:Invoke(T1, T2) d__16:MoveNext() SceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() NaturalAbilityEndAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.EventHandler`1:Invoke(Object, TEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 26) Unloading 2270 unused Assets to reduce memory usage. Loaded Objects now: 1040795. Total: 2384.304500 ms (FindLiveObjects: 76.858800 ms CreateObjectMapping: 145.747700 ms MarkObjects: 2156.901100 ms DeleteObjects: 4.796500 ms) Unloading 69 Unused Serialized files (Serialized files now loaded: 26) UnloadTime: 14.969000 ms LoadingScreen.OnSceneLoaded(ArenaLobby, Single) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.OnLocalPlayerInitialized(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) LoadingScreen.DisableAsync(ArenaLobby, False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__21:MoveNext() LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) System.Action`1:Invoke(T) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__19:MoveNext() d__13:MoveNext() PlayerSpawnManager:onSceneLoad(String, String) System.Action`2:Invoke(T1, T2) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to Single load 'ArenaLobby' 13.01 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__16:MoveNext() NaturalAbilityEndAction:Invoke() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) System.Action`1:Invoke(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 921 unused Assets to reduce memory usage. Loaded Objects now: 1069630. Total: 2452.269900 ms (FindLiveObjects: 97.592200 ms CreateObjectMapping: 158.562200 ms MarkObjects: 2193.702600 ms DeleteObjects: 2.412500 ms) LoadingScreen.OnDisable(ArenaLobby) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__21:MoveNext() NaturalAbilityEndAction:Invoke() System.Action`1:Invoke(T) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() OnRicochetHitAction:Invoke() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at ActorSync.ReceiveSyncSummonData (System.Boolean singleCardForAllMinions, Ability minionSpriteAbility, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendSyncSummonData (Actor creator, Summoned summoned, Ability creatorAbility) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1)