[Physics::Module] Initialized MultithreadedJobDispatcher with {0} workers. Initialize engine version: 2021.3.42f1 (f1197811e8ce) [Subsystems] Discovering subsystems at path E:/SteamLibrary/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1; jobified=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 2070 (ID=0x1f02) Vendor: NVIDIA VRAM: 8006 MB Driver: 32.0.15.6636 Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled). UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Sirenix.Serialization.GlobalSerializationConfig:get_Logger() Sirenix.Serialization.BinaryDataReader:EnterArray(Int64&) Sirenix.Serialization.ListFormatter`1:DeserializeImplementation(List`1&, IDataReader) Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader) Sirenix.Serialization.BaseFormatter`1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader) Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader) Sirenix.Serialization.ReflectionFormatter`1:DeserializeImplementation(T&, IDataReader) Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader) Sirenix.Serialization.BaseFormatter`1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader) Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, IDataReader) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, Byte[]&, List`1&, DataFormat, DeserializationContext) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext, Boolean, List`1) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext) Sirenix.OdinInspector.SerializedMonoBehaviour:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize() UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() The referenced script on this Behaviour (Game Object '') is missing! Initializing input. Input initialized. Initialized touch support. UnloadTime: 8.030000 ms Uploading Crash Report 2025-05-03T05:30:48.8962886+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Create (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.IProgress`1[T] progress, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions.ToUniTask[T] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle, System.IProgress`1[T] progress, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions.GetAwaiter[T] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle) [0x00000] in <00000000000000000000000000000000>:0 at Localization.InitializeTableCaching () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at Localization..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.MultiPicker.AffixContentGenerator.OnBeforeAssembliesLoaded () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at Cysharp.Threading.Tasks.UniTaskExtensions.Forget (Cysharp.Threading.Tasks.UniTask task) [0x00000] in <00000000000000000000000000000000>:0 at Localization..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.MultiPicker.AffixContentGenerator.OnBeforeAssembliesLoaded () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.UniTaskExtensions:Forget(UniTask) Localization:.cctor() LE.UI.MultiPicker.AffixContentGenerator:OnBeforeAssembliesLoaded() 2025-05-03T05:30:49.3909153+00:00 Log Odin Serializer detected whitelisted runtime platform WindowsPlayer and memory read test succeeded; enabling all unaligned memory read/writes. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Sirenix.Serialization.ArchitectureInfo:SetRuntimePlatform(RuntimePlatform) Sirenix.Serialization.UnitySerializationInitializer:Initialize() 2025-05-03T05:30:49.4346631+00:00 Log Local build hash: c4e12e276bd3976f96e0e9af8e07ad3eed41e034 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Tools.Runtime.Utility.DevCommitHashProvider:Initialize() The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! 2025-05-03T05:30:55.4953315+00:00 Log game version: 1.2.2.2. internal version: 1.2.2.2 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:30:55.4965613+00:00 Log Local sha: c4e12e276bd3976f96e0e9af8e07ad3eed41e034 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:30:55.8393895+00:00 Log DeathScreen opened: -infoProvider: LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:30:55.8483974+00:00 Warning ItemTooltipOrganizer.instance is null at OnEnable for ControllerMenu. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ControllerMenu:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:30:55.8559100+00:00 Error _scalableGO must not contain null entries. 2 null entries found in UISubScaler on GameObject CraftingMaterialsPanel(Clone). LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) UISubScaler:RemoveNullEntriesAndLogErrorIfFound(List`1, String) UISubScaler:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. GraphicsBackend.Options.GraphicsConfiguration:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() [ line 1827723944] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() [ line 1827726856] 2025-05-03T05:30:58.7138143+00:00 Log IMGUI OnEnable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:30:59.6965831+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) AdditiveLoadingStatusUI:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:30:59.7051081+00:00 Log EchoLoadingStatusUI.OnStateChange Uninitialized -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:30:59.7051081+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:30:59.7291763+00:00 Log ClientSessionID=6d661340779545849750e876b7131c9a LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Telemetry.MetricsPlugin:Initialize(Func`1, Func`3, Boolean, String) LE.Services.TelemetryInitializer:Initialize() System.Lazy`1:ViaFactory(LazyThreadSafetyMode) System.Lazy`1:ExecutionAndPublication(LazyHelper, Boolean) System.Lazy`1:CreateValue() System.Lazy`1:get_Value() LE.Services.ServiceProvider:get_Telemetry() BaseTransitionService:.ctor() LE.Services.Transitions.ClientTransitionService:.ctor() LE.Services.ServiceProvider:CreateClientTransitionService() System.Lazy`1:ViaFactory(LazyThreadSafetyMode) System.Lazy`1:ExecutionAndPublication(LazyHelper, Boolean) System.Lazy`1:CreateValue() System.Lazy`1:get_Value() LE.Services.ServiceProvider:get_TransitionService() LE.Networking.DungeonFloor:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() Unloading 7 Unused Serialized files (Serialized files now loaded: 309) UnloadTime: 12.106400 ms 2025-05-03T05:31:00.3538476+00:00 Error [QA-464852] Failed to find object with name 'Visuals' for scene 'Login' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:31:00.3552385+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'Login' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() Unloading 106965 unused Assets to reduce memory usage. Loaded Objects now: 954026. Total: 968.838000 ms (FindLiveObjects: 71.327300 ms CreateObjectMapping: 79.147700 ms MarkObjects: 776.591200 ms DeleteObjects: 41.770600 ms) 2025-05-03T05:31:01.9422365+00:00 Warning 'MODEL_Sentinel_2023_02 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:31:01.9432354+00:00 Warning 'Rogue Visuals Prefab_V3 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:31:01.9462360+00:00 Warning 'Acolyte Visuals Prefab V3 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:31:01.9462360+00:00 Warning 'Mage Visuals Prefab V02 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:31:01.9472363+00:00 Warning 'Primalist Visuals Prefab V3 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.GroupOperation:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.ResourceManagement.ChainOperationTypelessDepedency`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle:WaitForCompletion() UnityEngine.Localization.Operations.WaitForCurrentOperationAsyncOperationBase`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:31:02.0501215+00:00 Log Locale changed to English (en) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__82:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T05:31:02.3775864+00:00 Log No working integration, destroying EpochRGB LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() 2025-05-03T05:31:02.6406505+00:00 Warning 'filter' is null! Did you add the 'DomainManager' to the current scene? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.DomainManager:logFilterIsNull() The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! 2025-05-03T05:31:04.5552657+00:00 Log Matched player '1D48419D8AC74349' to region 'deu-central' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__33:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass1_0:b__1(GetObjectsResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:04.8632018+00:00 Warning Returning index -1 as region given is null or empty! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.Generic.UnityUI.RegionSelectionDropdown:GetIndexByRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:Initialize() LE.UI.Generic.UnityUI.RegionSelectionDropdown:RegionRefreshData() EHG.Multiplayer.d__19:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__25:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The referenced script on this Behaviour (Game Object '') is missing! 2025-05-03T05:31:05.7169469+00:00 Log Mapped region 'deu-central' to endpoint 'https://lastepoch-data-nld-prod.documents.azure.com/' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.<>c__DisplayClass15_0:b__0(String) System.Collections.Concurrent.ConcurrentDictionary`2:GetOrAdd(TKey, Func`2) LE.Services.CosmosClientCharacterService:AddRegionDataStore(String, Uri) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.d__167:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.d__0:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__1`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:05.7381932+00:00 Log Initializing cycle status service LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.d__167:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.d__0:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__1`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The referenced script on this Behaviour (Game Object '') is missing! 2025-05-03T05:31:06.9416594+00:00 Log Server cycle set to Trout LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__20:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) Polly.d__13:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) Polly.Retry.d__0`1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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.Services.<b__1_0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__1`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:InvokeWaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:WaitForCompletion() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1:WaitForCompletion() AddressableBundlesHealthMonitor:WaitForCompletionMonitored(AsyncOperationHandle`1) 2025-05-03T05:31:06.9456594+00:00 Log Initializing scene variant service LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__20:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) Polly.d__13:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) Polly.Retry.d__0`1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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.Services.<b__1_0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__1`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() 2025-05-03T05:31:06.9476582+00:00 Log Initializing net object registry LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__20:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) Polly.d__13:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) Polly.Retry.d__0`1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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.Services.<b__1_0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__1`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() 2025-05-03T05:31:06.9491647+00:00 Log Initialization complete, invoking post initialized event LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__165:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__20:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) Polly.d__13:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) Polly.Retry.d__0`1:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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.Services.<b__1_0>d:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__1`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:WaitForCompletionHandler() 2025-05-03T05:31:07.8029396+00:00 Log Connected to chat as 'bingeling' (ID: '1D48419D8AC74349') LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Chat.d__95:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) StreamChat.Core.d__57:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) StreamChat.Core.LowLevelClient.d__306:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) StreamChat.Core.LowLevelClient.StreamChatLowLevelClient:HandleHealthCheckEvent(EventHealthCheck, HealthCheckEventInternalDTO) StreamChat.Core.LowLevelClient.<>c__DisplayClass345_0`2:b__0(String) StreamChat.Core.LowLevelClient.StreamChatLowLevelClient:HandleNewWebsocketMessage(String) StreamChat.Core.LowLevelClient.StreamChatLowLevelClient:Update(Single) StreamChat.Libs.ChatInstanceRunner.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:11.0866736+00:00 Error [QA-464852] Failed to find object with name 'Visuals' for scene 'Login' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:UnloadSceneAsync(String) d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:11.0866736+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'Login' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:UnloadSceneAsync(String) d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:11.0876721+00:00 Error [QA-464852] Failed to find object with name 'Visuals' for scene 'CharacterSelectScene' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:UnloadSceneAsync(String) d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:11.0876721+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'CharacterSelectScene' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:UnloadSceneAsync(String) d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:25.6444196+00:00 Log Loading character: Vladontron B966BD15DE1EA932 isOnline: True, cycle: Beta, class: Sentinel LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__90:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) CharacterSelect:LoadCharacterClick() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:31:25.9771293+00:00 Log Enter Game: Matchmaking... LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.ClientTransitionService:EnterGame(UserIdentity) LE.Services.d__14:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass10_0:b__1(UpdateUserDataResult) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:25.9786355+00:00 Log Requesting game server in region LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EHG.Multiplayer.<b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) EHG.Multiplayer.<>c__DisplayClass7_0:b__0(OperationRecord) d__9`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) OperationScope:RunAsync(BaseTransitionService, Object, Func`2, String, Boolean) EHG.Multiplayer.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) EHG.Multiplayer.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) EHG.Multiplayer.Matchmaker:Matchmake(UserIdentity, String) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.ClientTransitionService:EnterGame(UserIdentity) LE.Services.d__14:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass10_0:b__1(UpdateUserDataResult) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:28.4885539+00:00 Log Matchmaking finished: {"Ip":"46.251.248.149","Port":12419,"LidgrenPort":14688,"AllocationId":null}. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EHG.Multiplayer.<b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) EHG.Multiplayer.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__1`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:28.6935476+00:00 Log Enter Game: Connecting to 46.251.248.149:12419 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) EHG.Multiplayer.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) Cysharp.Threading.Tasks.AsyncLazy`1:SetCompletionSource(Object) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) EHG.Multiplayer.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__9`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) EHG.Multiplayer.<b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__9:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:31:28.7646659+00:00 Log NetConnection(0) status changed (status: InitiatedConnect, reason: 'user called connect') LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:31.0656978+00:00 Log NetConnection(-2525626315659909265) status changed (status: Connected, reason: 'Connected to 6F67B64B3F2CF3DC') LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:31.0666983+00:00 Log CLIENT: Setting RemoteConnectionId to 544736167314226868 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:31.0685620+00:00 Log Server Accepted (IP=46.251.248.149;Port=12419) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.ConnectionHelpers:OnPlayerConnected(Int64) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`1, T0) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:31.0695666+00:00 Warning Value for key serverRegion was null, it will not be included in event CharacterSessionStarted. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Unity.Services.Analytics.AnalyticsServiceInstance:SerializeObject(String, String, Object) Unity.Services.Analytics.AnalyticsServiceInstance:CustomData(String, IDictionary`2, Nullable`1, Boolean, Boolean, String) Unity.Services.Analytics.AnalyticsServiceInstance:CustomData(String, IDictionary`2) LE.Telemetry.ClientSessionAnalytics:RecordEvent(String, Dictionary`2, Boolean) LE.Telemetry.ClientSessionAnalytics:CharacterSessionStarted(CharacterData, String) LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__14:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Networking.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__9`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Networking.<b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Networking.ConnectionHelpers:OnPlayerConnected(Int64) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`1, T0) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:31.1226539+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <b__2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) <>c__DisplayClass36_0:b__2(OperationRecord) d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) OperationScope:RunAsync(BaseTransitionService, Object, Func`2, String, Boolean) d__36:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:HandleSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.SceneEvents:ReceiveSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:31.1246545+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <b__2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) <>c__DisplayClass36_0:b__2(OperationRecord) d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) OperationScope:RunAsync(BaseTransitionService, Object, Func`2, String, Boolean) d__36:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:HandleSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.SceneEvents:ReceiveSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:31.1246545+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <b__2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) <>c__DisplayClass36_0:b__2(OperationRecord) d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) OperationScope:RunAsync(BaseTransitionService, Object, Func`2, String, Boolean) d__36:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:HandleSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.SceneEvents:ReceiveSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:31.1266547+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) <b__2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) <>c__DisplayClass36_0:b__2(OperationRecord) d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) OperationScope:RunAsync(BaseTransitionService, Object, Func`2, String, Boolean) d__36:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:HandleSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.SceneEvents:ReceiveSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSceneInitialState(MessageSceneInitialState, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 5 Unused Serialized files (Serialized files now loaded: 418) Unloading 119693 unused Assets to reduce memory usage. Loaded Objects now: 1058667. Total: 724.292600 ms (FindLiveObjects: 88.886700 ms CreateObjectMapping: 96.942100 ms MarkObjects: 488.463100 ms DeleteObjects: 50.000000 ms) 2025-05-03T05:31:32.7409435+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 214.07ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 27 Unused Serialized files (Serialized files now loaded: 418) UnloadTime: 14.135800 ms 2025-05-03T05:31:34.0070552+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'EoT' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:31:34.0070552+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'EoT' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:31:34.0285898+00:00 Log PlayerSync.Initialize 1D48419D8AC74349 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.0295953+00:00 Log RtmClientPartyManager.TriggerUpdate id: leader: members: 0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.RtmClientPartyManager:TriggerUpdate(String, PartySettings, PartyMember_Full, PartyMember_Full[]) PlayerSync:PartyUpdate(MessagePartyUpdate) LE.Networking.Generated.GeneratedMessageRouter:RouteMessagePartyUpdate(MessagePartyUpdate) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:TriggerBufferedMessages(UInt32) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PlayerActorSync:ReceiveCreateLocalPlayer() PlayerActorSync:Initialize(NetObjectKey) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) [ line 1827726456] 2025-05-03T05:31:34.3898012+00:00 Log PlayerActorSync.Initialize(1D48419D8AC74349, NetObjectKey(D19)) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:Initialize(NetObjectKey) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4548484+00:00 Warning ObjectPool reached max size (64), calling destroy action instead LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ObjectPool`1:Release(T) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageSyncItemContainerContents(MessageSyncItemContainerContents) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:TriggerBufferedMessages(UInt32) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4633564+00:00 Log PlayerSync.Initialize C140B656D61C1881 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4633564+00:00 Log PlayerActorSync.Initialize(C140B656D61C1881, NetObjectKey(D5)) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:Initialize(NetObjectKey) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4688603+00:00 Log PlayerSync.Initialize CD90D1B39FDAF2D8 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4703872+00:00 Log PlayerActorSync.Initialize(CD90D1B39FDAF2D8, NetObjectKey(D9)) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:Initialize(NetObjectKey) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4753921+00:00 Log PlayerSync.Initialize CCCB2B1C4DAF1309 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4753921+00:00 Log PlayerActorSync.Initialize(CCCB2B1C4DAF1309, NetObjectKey(D11)) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:Initialize(NetObjectKey) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4799059+00:00 Log PlayerSync.Initialize 82D6F7E27D3BB214 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4799059+00:00 Log PlayerActorSync.Initialize(82D6F7E27D3BB214, NetObjectKey(D17)) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:Initialize(NetObjectKey) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Core.NetObjectInstantiator:HandleCreateInternal(TMessage, Int32) LE.Networking.Core.NetObjectInstantiator:OnSceneLoadsComplete() ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.4849018+00:00 Log LoadingScreen.OnSceneLoaded(EoT, Single EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:31:34.5039220+00:00 Log Time to Single load 'EoT' 3.40 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:31:34.5184311+00:00 Log Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NonInteractableItemContainerUI:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T05:31:34.5696968+00:00 Log LoadingScreen.OnLocalPlayerInitialized(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) WeaponJoint:getPointerLocalPosition() PlayerActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType, Boolean) ActorSync:ProcessCreateVisuals(Int32, UInt32, PositionSyncType) ActorSync:HandleMessageCreateVisuals(MessageCreateVisuals) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:34.6503485+00:00 Warning Canceling attempt to set Solo region: empty string for region! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType, Boolean) ActorSync:ProcessCreateVisuals(Int32, UInt32, PositionSyncType) ActorSync:HandleMessageCreateVisuals(MessageCreateVisuals) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:34.6553457+00:00 Log Received remote sha: c4e12e276bd3976f96e0e9af8e07ad3eed41e034 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Networking.Multiplayer.ServerInfoProvider:ReceiveRemoteSha(MessageServerInfoRemoteSha) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageServerInfoRemoteSha(MessageServerInfoRemoteSha) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:34.6553457+00:00 Log Received remote host: prod-prod-a-towns-eu-west-rg6pz-qj7fn LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageServerInfoHost(MessageServerInfoHost) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 1934 unused Assets to reduce memory usage. Loaded Objects now: 1123539. Total: 784.172900 ms (FindLiveObjects: 114.176200 ms CreateObjectMapping: 102.111000 ms MarkObjects: 557.486700 ms DeleteObjects: 10.398200 ms) 2025-05-03T05:31:35.7667729+00:00 Log LoadingScreen.OnDisable(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:31:35.7687726+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:31:35.7969435+00:00 Log Received Local Tree Data from server | characterLevel | 88 | classID | 2 | chosenMastery | 1 0 | 0 | 0 | 0 | 0 | 101 | 0 | 5 | 0 | 28 | 0 | 20 | 0 | 10 | 23 | 27 | 2 | 31 | 4 | 5 | 12 | 14 | 13 | 7 | 2 | 1 | 2 | 1 | 1 | 3 | 1 | 5 | 3 | 2 | 0 | 27 | 1 | 20 | 0 | 8 | 1 | 3 | 12 | 13 | 14 | 17 | 22 | 18 | 4 | 1 | 1 | 2 | 5 | 1 | 2 | 4 | 0 | 34 | 3 | 20 | 0 | 0 | 0 | 33 | 4 | 20 | 0 | 0 | 0 | 75 | 2 | 20 | 0 | 0 | 0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LocalTreeData:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T05:31:37.7162533+00:00 Log PlayerSync.Initialize 5BBC2D2684A1EBCA LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageFieldDataPlayerSync(MessageFieldDataPlayerSync) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:37.7444826+00:00 Log PlayerActorSync.Initialize(5BBC2D2684A1EBCA, NetObjectKey(D21)) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:Initialize(NetObjectKey) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageFieldDataActorSyncAttributes(MessageFieldDataActorSyncAttributes) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:38.5799282+00:00 Log PlayerSync.Initialize A5CD02854F471BB5 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageFieldDataPlayerSync(MessageFieldDataPlayerSync) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:38.6130213+00:00 Log PlayerActorSync.Initialize(A5CD02854F471BB5, NetObjectKey(D23)) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:Initialize(NetObjectKey) LE.Networking.Core.NetObjectRegistry:Register(NetObjectT, NetBehaviourV, UInt16, MessageU) LE.Networking.Core.NetObjectInstantiator:Instantiate(NetBehaviourV, MessageU, UInt16, NetPlayer) LE.Networking.Core.NetObjectInstantiator:Instantiate(MessageU, UInt16, Int32, NetPlayer, Transform) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageFieldDataActorSyncAttributes(MessageFieldDataActorSyncAttributes) LE.Networking.Generated.GeneratedMessageRouter:RouteMessageInternal(IMessage&, MessageKey, NetPlayer) LE.Networking.Generated.GeneratedMessageRouter:RouteMessage(T, NetPlayer) LE.Networking.Core.Networking.BaseNetworkService:LE.Networking.Core.Messaging.IMessageService.ReceiveMessage(T, NetPlayer) LE.Networking.Generated.GeneratedMessageReader:ReadMessage(IMessageService, NetPlayer, MessageKey, Byte*, Int32, Int32&) LE.Networking.Core.Networking.BaseNetworkService:ProcessIncomingMessage(NetIncomingMessage) LE.Networking.Core.Networking.ClientNetworkService:ReceiveCallback(Object) Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:31:49.2723651+00:00 Warning Got 1 lazily-init'd (not-preloaded) pools during scene EoT! DivineEssenceAilmentVFX LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:invokePreSceneLoad(String, LoadSceneMode) d__323:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) UIBase:ExitToLogin() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:31:49.2733641+00:00 Log Exiting to character select LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__323:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) UIBase:ExitToLogin() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 5 Unused Serialized files (Serialized files now loaded: 461) Unloading 2813 unused Assets to reduce memory usage. Loaded Objects now: 967663. Total: 990.526100 ms (FindLiveObjects: 86.860000 ms CreateObjectMapping: 79.058000 ms MarkObjects: 815.270500 ms DeleteObjects: 9.336800 ms) The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! Unloading 4 Unused Serialized files (Serialized files now loaded: 460) 2025-05-03T05:31:51.8641004+00:00 Log PlayerSync.local destroyed LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSync:OnDestroyInternal() LE.Networking.Core.NetBehaviour`2:OnDestroy() UnloadTime: 40.065700 ms 2025-05-03T05:31:51.9187470+00:00 Log game version: 1.2.2.2. internal version: 1.2.2.2 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() 2025-05-03T05:31:51.9197519+00:00 Log Local sha: c4e12e276bd3976f96e0e9af8e07ad3eed41e034 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() 2025-05-03T05:31:52.5643294+00:00 Log DeathScreen opened: -infoProvider: LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() 2025-05-03T05:31:52.5738370+00:00 Warning ItemTooltipOrganizer.instance is null at OnEnable for ControllerMenu. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ControllerMenu:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() 2025-05-03T05:31:52.5983613+00:00 Error _scalableGO must not contain null entries. 2 null entries found in UISubScaler on GameObject CraftingMaterialsPanel(Clone). LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) UISubScaler:RemoveNullEntriesAndLogErrorIfFound(List`1, String) UISubScaler:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. GraphicsBackend.Options.GraphicsConfiguration:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() [ line 1827726248] Unloading 1281 unused Assets to reduce memory usage. Loaded Objects now: 1042013. Total: 958.625300 ms (FindLiveObjects: 85.408200 ms CreateObjectMapping: 84.595200 ms MarkObjects: 778.211500 ms DeleteObjects: 10.409500 ms) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() [ line 1827729160] 2025-05-03T05:31:56.2564260+00:00 Log IMGUI OnEnable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() 2025-05-03T05:31:56.4716913+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) AdditiveLoadingStatusUI:Awake() 2025-05-03T05:31:56.4872000+00:00 Log EchoLoadingStatusUI.OnStateChange Uninitialized -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() 2025-05-03T05:31:56.4872000+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() 2025-05-03T05:31:56.7904142+00:00 Error [QA-464852] Failed to find object with name 'Visuals' for scene 'PersistentUI' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:31:56.7904142+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'PersistentUI' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) Unloading 5 Unused Serialized files (Serialized files now loaded: 462) UnloadTime: 9.967400 ms 2025-05-03T05:31:57.5322164+00:00 Error [QA-464852] Failed to find object with name 'Visuals' for scene 'Login' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:31:57.5322164+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'Login' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) Unloading 1062 unused Assets to reduce memory usage. Loaded Objects now: 1052908. Total: 981.797400 ms (FindLiveObjects: 85.979900 ms CreateObjectMapping: 84.500500 ms MarkObjects: 802.739600 ms DeleteObjects: 8.576700 ms) 2025-05-03T05:31:58.9852420+00:00 Warning 'MODEL_Sentinel_2023_02 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() 2025-05-03T05:31:58.9862424+00:00 Warning 'Rogue Visuals Prefab_V3 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() 2025-05-03T05:31:58.9872433+00:00 Warning 'Acolyte Visuals Prefab V3 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() 2025-05-03T05:31:58.9872433+00:00 Warning 'Mage Visuals Prefab V02 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() 2025-05-03T05:31:58.9872433+00:00 Warning 'Primalist Visuals Prefab V3 has no ActorVisuals in it's parents, footprint cosmetics will not function. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FootstepRaycastTrigger:Awake() 2025-05-03T05:31:59.0908447+00:00 Log No working integration, destroying EpochRGB LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() 2025-05-03T05:31:59.0968445+00:00 Warning Returning index -1 as region given is null or empty! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.Generic.UnityUI.RegionSelectionDropdown:GetIndexByRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:Initialize() LE.UI.Generic.UnityUI.RegionSelectionDropdown:RegionRefreshData() 2025-05-03T05:32:00.3960868+00:00 Error [QA-464852] Failed to find object with name 'Visuals' for scene 'Login' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:UnloadSceneAsync(String) d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:32:00.3960868+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'Login' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:UnloadSceneAsync(String) d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:32:00.3970856+00:00 Error [QA-464852] Failed to find object with name 'Visuals' for scene 'CharacterSelectScene' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:UnloadSceneAsync(String) d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:32:00.3970856+00:00 Error [QA-464852] Failed to find object with name 'Gameplay' for scene 'CharacterSelectScene' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:UnloadSceneAsync(String) d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T05:32:42.9804159+00:00 Log Loading character: Roguenilla 6 isOnline: False, cycle: Beta, class: Rogue LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__90:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) CharacterSelect:LoadCharacterClick() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) PlayerUtility:InstantiatePlayerActor(ActorData, NetPlayer, String) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__34:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line 1827726472] 2025-05-03T05:32:43.6447768+00:00 Log Loading global data, UserIdentity: '1D48419D8AC74349', Catagory: 'player.initialization' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) GlobalDataTracker:LoadGlobalData(CancellationToken) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__34:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:32:43.6470264+00:00 Log Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NonInteractableItemContainerUI:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T05:32:44.0493620+00:00 Log Loading global data success, UserIdentity: '1D48419D8AC74349', Catagory: 'player.initialization' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:32:44.9700405+00:00 Warning Got 1 lazily-init'd (not-preloaded) pools during scene EoT! MTX Pet Despawning Dust LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:32:45.1957584+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:32:45.1957584+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:32:45.1957584+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:32:45.1992679+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__84`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 5 Unused Serialized files (Serialized files now loaded: 484) Unloading 746 unused Assets to reduce memory usage. Loaded Objects now: 1130708. Total: 1009.394600 ms (FindLiveObjects: 98.790900 ms CreateObjectMapping: 100.523600 ms MarkObjects: 801.387500 ms DeleteObjects: 8.691800 ms) 2025-05-03T05:32:47.2445853+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 246.57ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 27 Unused Serialized files (Serialized files now loaded: 484) UnloadTime: 12.948500 ms Failed to create agent because it is not close enough to the NavMesh 2025-05-03T05:32:48.5536099+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'EoT' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:32:48.5546086+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'EoT' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:32:48.5941934+00:00 Warning Missing static network object index for scene 30. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:32:48.5976984+00:00 Log LoadingScreen.OnSceneLoaded(EoT, Single EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:32:48.6552471+00:00 Warning No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:32:48.6682750+00:00 Log LoadingScreen.OnLocalPlayerInitialized(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:32:48.7433922+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene EoT on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:32:48.7443933+00:00 Log Time to Single load 'EoT' 3.77 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 1929 unused Assets to reduce memory usage. Loaded Objects now: 1154614. Total: 1074.344300 ms (FindLiveObjects: 136.632800 ms CreateObjectMapping: 90.438100 ms MarkObjects: 835.298100 ms DeleteObjects: 11.974600 ms) Coroutine couldn't be started because the the game object 'Smoke Bomb Slows Each Second' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Increased Duration' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Blinds And Crit Chance With Bow' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Increased Starting Area' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Frailty By Initial Hit' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Dusk Shroud' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Dusk Shroud Frequency' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Cloud Growth' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Ailment Cleansing' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Smoke Bomb Silver Shroud' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Added Poison Chance' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Damage And Cost' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Blind' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Increased Attack Speed' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Rotating Shurikens Armor' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Rotating Shurikens added Seconds' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Pierce Chance' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Backflip' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens More Shurikens 2' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shurikens Spin Around You' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Leech And Recurve Chance' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Bow Damage After Recurve' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker More Damage' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Fire Conversion' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Burning Dagger' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Consecutive Recurve Buff' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Frenzy On Use' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Health And Mana Gain On Use' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Recurve Chance' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Heartseeker Minimum Recurve Chance' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Heals' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Increased Distance And Cooldown' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Heal From Dexterity' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Reset Cooldown' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Movement Speed' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Mana On Use' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Shuriken Throw' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Ailment Cleansing' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Shift Invulnerability While Shifting' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Cinder Strike Ignite Chance and Duration' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Cinder Strike Blind Or Frailty' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Cinder Strike First Strike Area And Damage' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Cinder Strike Fire Shred Chance' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Cinder Strike More Burning Daggers Less Mana Use' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Cinder Strike Damage' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] Coroutine couldn't be started because the the game object 'Cinder Strike Burning Dagger' is inactive! SkillTreeNode:set_pointsAllocated(Int32) TreeUIManager:updateOpenSkillTreeUIWithData() TreeUIManager:onSkillTreeOpened(SkillTree) SkillTree:open() SkillsPanelManager:openSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) d__39:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() 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) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__27:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) [ line 1827721816] 2025-05-03T05:32:51.0481041+00:00 Log LoadingScreen.OnDisable(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:32:51.0511157+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:33:04.0254308+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:04.0280101+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:04.0280101+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:04.0310171+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 1 Unused Serialized files (Serialized files now loaded: 485) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 1189683. Total: 751.868900 ms (FindLiveObjects: 104.677500 ms CreateObjectMapping: 78.388400 ms MarkObjects: 560.702000 ms DeleteObjects: 8.100500 ms) 2025-05-03T05:33:05.1223879+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 261.89ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 59 Unused Serialized files (Serialized files now loaded: 485) UnloadTime: 30.432200 ms 2025-05-03T05:33:06.7748824+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:33:06.7748824+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:33:07.0550839+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:07.0571028+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:07.0571028+00:00 Warning Missing static network object index for scene 158. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:07.0611114+00:00 Log LoadingScreen.OnSceneLoaded(MonolithHub, Single MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:07.0771203+00:00 Log LoadingScreen.OnLocalPlayerInitialized(MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.0781265+00:00 Warning LoadingScreen.OnLocalPlayerInitialized still loading scenes LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.1722744+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.2538689+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.3354514+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.4150323+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.4952110+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.5753999+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.6559847+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.7357603+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.8153649+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.8960926+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:07.8960926+00:00 Log Time to Single load 'MonolithHub' 4.10 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:08.0129688+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 920 unused Assets to reduce memory usage. Loaded Objects now: 1205837. Total: 791.956400 ms (FindLiveObjects: 135.889200 ms CreateObjectMapping: 128.538300 ms MarkObjects: 518.094300 ms DeleteObjects: 9.433700 ms) Unloading 2 Unused Serialized files (Serialized files now loaded: 447) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1207061. Total: 758.795000 ms (FindLiveObjects: 110.093900 ms CreateObjectMapping: 83.962700 ms MarkObjects: 556.300700 ms DeleteObjects: 8.436500 ms) 2025-05-03T05:33:10.1356307+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 313.67ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:10.4644227+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T05:33:10.4654241+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:10.4654241+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:10.4669328+00:00 Warning Missing static network object index for scene 58. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:10.4669328+00:00 Log LoadingScreen.OnSceneLoaded(M_Rest, Additive M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:10.4669328+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:10.4759418+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:10.4759418+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:11.3249682+00:00 Log Time to Additive load 'M_Rest' 4.45 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:11.3806175+00:00 Log LoadingScreen.OnDisable(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:33:11.3836233+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:33:21.1082852+00:00 Log Processing Monolith RNG, Seed: 1079673437 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:21.1142927+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:21.1152918+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:21.1167989+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:21.1178084+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:21.3251740+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R6Q10, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:21.3251740+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:33:22.5341400+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:33:22.5366298+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 28 Unused Serialized files (Serialized files now loaded: 480) Unloading 353 unused Assets to reduce memory usage. Loaded Objects now: 1225368. Total: 834.853900 ms (FindLiveObjects: 133.133000 ms CreateObjectMapping: 130.631600 ms MarkObjects: 562.552900 ms DeleteObjects: 8.535900 ms) 2025-05-03T05:33:23.7339238+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 277.37ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:24.3621734+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T05:33:24.3686896+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R6Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.3736952+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R6Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.3746937+00:00 Warning Missing static network object index for scene 171. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.3766934+00:00 Log LoadingScreen.OnSceneLoaded(R6Q10, Additive R6Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.3766934+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.3771970+00:00 Log [QA-464852] Changing Active Scene to 'R6Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.3917243+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.3927275+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.4352908+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R6Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.4393131+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R6Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:33:24.5594098+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R6Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:24.5594098+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:25.3826503+00:00 Log Time to Additive load 'R6Q10' 4.26 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:25.4137057+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:25.4147139+00:00 Log Resetting the reward lists for 1D48419D8AC74349 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:25.4157127+00:00 Log [QA-464852] Changing Active Scene to 'R6Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:25.4232289+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R6Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:25.4242292+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:26.2541900+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:33:26.9065572+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:33:26.9085651+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:33:26.9095726+00:00 Log LoadingScreen.OnDisable(R6Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:33:26.9095726+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:35:13.1323261+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:35:13.1358564+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R6Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:35:13.1368648+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R6Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:35:13.1378592+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:35:13.1408572+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:35:13.1851177+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:35:14.2631050+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:35:14.4414413+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:35:14.4424454+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:36:26.1526869+00:00 Log Processing Monolith RNG, Seed: 1079858481 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:36:26.1587359+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:36:26.1587359+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:36:26.1607354+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:36:26.1607354+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:36:26.1617355+00:00 Warning Got 35 lazily-init'd (not-preloaded) pools during scene MonolithHub! FireCastVFX v_Heartseeker vr_Heartseeker Fire SilverShroudAilmentVFX ChillAilmentVFX IgniteAilmentVFX FrenzyVFX v_Burning Dagger ArmourShredAilmentVFX Bug Death vfx 01 Dragonsong Fire Cone attack vfx CriticalVulnerabilityAilmentVFX BleedAilmentVFX HasteAilmentVFX ShurikenOnDeathVFX v_Burning Dagger Throw Blood Death vfx 01 Bug Death vfx 02 - smaller StormWispLightningOnDeathVFX WaterExplosionVFX v_Rampancy Wood Planks Pieces and Dust Dust and Small Pieces 1 MerunaSirenWaterProjectileCastVFX v_MerunaSirenWaterProjectile MerunaSirenWaveCastVFX v_MerunaSirenWave Adrift Meruna Water Attack Casting VFX v_MerunaOgreWaterTrenchAttack 1 EnrageVFX DamageBoostVFX MerunaSirenScreechVFX FamiliarRagePrepareResurrectVFX v_FamiliarRage FamiliarRageResurrectVFX LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:36:26.3799940+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R6Q20, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:36:26.3809938+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:36:26.4055451+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:36:26.4085257+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() The referenced script on this Behaviour (Game Object '') is missing! Unloading 67 Unused Serialized files (Serialized files now loaded: 508) Unloading 2605 unused Assets to reduce memory usage. Loaded Objects now: 1292942. Total: 793.642900 ms (FindLiveObjects: 120.114700 ms CreateObjectMapping: 89.194800 ms MarkObjects: 573.258200 ms DeleteObjects: 11.074800 ms) 2025-05-03T05:36:30.7069136+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 282.26ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:31.3885567+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R6Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4010621+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R6Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4020619+00:00 Warning Missing static network object index for scene 172. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4045738+00:00 Log LoadingScreen.OnSceneLoaded(R6Q20, Additive R6Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4050797+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4050797+00:00 Log [QA-464852] Changing Active Scene to 'R6Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4060812+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4060812+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4521212+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R6Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.4566312+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R6Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:36:31.5277108+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R6Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:31.5287077+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:32.4236393+00:00 Log Time to Additive load 'R6Q20' 6.26 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:32.4771858+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:32.4771858+00:00 Log [QA-464852] Changing Active Scene to 'R6Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:32.4886939+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R6Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:32.4896935+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:33.3702278+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:36:34.7288267+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:36:34.7308256+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:36:34.7308256+00:00 Log LoadingScreen.OnDisable(R6Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:36:34.7308256+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:36:57.6549699+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:36:57.6574891+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:38:35.0114476+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:38:35.0114476+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:38:54.2087554+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:38:54.2087554+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:38:54.8992178+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:38:54.9002153+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:38:55.5662921+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:38:55.5662921+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:39:04.0853408+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:39:04.0853408+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:41:37.2333918+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:41:37.2333918+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:41:38.1406498+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:41:38.1406498+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:41:40.5309213+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:41:40.5309213+00:00 Warning No detachment tracker for :: R6Q20\offset LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:42:09.3901983+00:00 Error GameObject wasn't set on SceneState SetGOActive Action! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.SceneState.Nodes.StateNode:Enter(Context, InstantiatedContext) LE.SceneState.Core.StateGraph:ChangeState(StateNode) 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) ConditionHandler:TryTriggerInteraction(GameObject) SpawnerDefeatedListener:EntityDied(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T05:42:24.7149583+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:42:24.7204732+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R6Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:42:24.7214727+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R6Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:42:24.7234703+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:42:24.7244704+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:42:24.7958612+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:42:25.9008391+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T05:42:26.0787389+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:42:26.0787389+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:45:17.1249118+00:00 Error MenuIndicatorsManager: Does not implement active check for notification type TimelineStabilityGained. at MenuIndicatorsManager#IsIndicatorsPanelActive:96 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) LogOnce:LogError(String, Object, String, String, Int32) MenuIndicatorsManager:IsIndicatorsPanelActive(NotificationType) MenuIndicatorsManager:SetIndicatorActive(NotificationType) PlayerActorSync:ReceiveTriggerNotification(NotificationType, Byte[]) PlayerActorSync:SendTriggerNotification(NotificationType, Byte[]) CraftingManager:Forge() CraftingSlotManager:Forge() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:28.4720092+00:00 Log Processing Monolith RNG, Seed: 1080400800 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:28.4775214+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:28.4775214+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:28.4795188+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:28.4795188+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:28.4795188+00:00 Warning Got 20 lazily-init'd (not-preloaded) pools during scene MonolithHub! Fake LightningCastVFX v_TentacleMonsterProjectile v_LobsterSharkDash v_GuardianAura v_FrenzySelf Winged Fire 01 FireLineCast VFX Metal Sparks Death vfx 01 FireballOnDeathVFX LightmageMeteorSmiteCastVFX DeadlyVFX LightningMinefieldCastVFX v_Liath Lightning Mine Starter Line v_Liath Lightning Mine Delayer v_Liath Construct Projectile LiathLightningMineExplosionVFX v_Liath Lightning Mine Starter Reverse Line v_Liath Water Projectile v_Liath Lightning Mine Starter Circle Liath Teleport Cast VFX v_LiathLightningProjectile LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:28.6848191+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R6Q30, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:28.6858211+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:45:29.7740632+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:45:29.7770737+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 50 Unused Serialized files (Serialized files now loaded: 481) Unloading 19202 unused Assets to reduce memory usage. Loaded Objects now: 1282670. Total: 797.566200 ms (FindLiveObjects: 122.225200 ms CreateObjectMapping: 85.672400 ms MarkObjects: 571.431800 ms DeleteObjects: 18.235900 ms) 2025-05-03T05:45:30.9348426+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 293.03ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:31.3526746+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3541813+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3541813+00:00 Warning Missing static network object index for scene 173. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3541813+00:00 Log LoadingScreen.OnSceneLoaded(R6Q30, Additive R6Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3551881+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3551881+00:00 Log [QA-464852] Changing Active Scene to 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3561918+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3561918+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3581894+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3581894+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:45:31.3832057+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R6Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:31.3832057+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:32.2902948+00:00 Log Time to Additive load 'R6Q30' 3.81 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:32.2965592+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:32.2965592+00:00 Log [QA-464852] Changing Active Scene to 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:32.3025648+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R6Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:32.3040696+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:33.1951765+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:45:33.3439817+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:45:33.3460310+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:45:33.3470299+00:00 Log LoadingScreen.OnDisable(R6Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:45:33.3470299+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:06.8608689+00:00 Log [QA-464852] Changing Active Scene to 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:06.8728219+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:07.8666241+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:07.8666241+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:08.0722073+00:00 Warning No detachment tracker for :: R6Q30\MoonActivation Arrival LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:46:48.3030302+00:00 Log [QA-464852] Changing Active Scene to 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:48.3130697+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:49.3638012+00:00 Log [QA-464852] Changing Active Scene to 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:49.3738133+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:49.3738133+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:50.4117175+00:00 Log [QA-464852] Changing Active Scene to 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:50.4202301+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:50.4212297+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayer(Actor, String, Int32, PlayerSpawn&, Boolean, Boolean) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:51.4158516+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:51.4168486+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:46:51.6146661+00:00 Warning No detachment tracker for :: R6Q30\MoonActivation Arrival LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T05:48:05.0364561+00:00 Log [QA-464852] Changing Active Scene to 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:48:05.0384566+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:48:05.0384566+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R6Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:48:05.1485766+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:48:05.1515781+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:48:05.2718045+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T05:48:06.1934711+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Uploading Crash Report 2025-05-03T05:48:06.5502098+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at Bearroll.UltimateDecals.UD_Pass+MaterialComparer.Compare (UnityEngine.Material x, UnityEngine.Material y) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.SortedDictionary`2+KeyValuePairComparer[TKey,TValue].Compare (System.Collections.Generic.KeyValuePair`2[TKey,TValue] x, System.Collections.Generic.KeyValuePair`2[TKey,TValue] y) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.SortedSet`1[T].DoRemove (T item) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.SortedSet`1[T].Remove (T item) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.SortedDictionary`2[TKey,TValue].Remove (TKey key) [0x00000] in <00000000000000000000000000000000>:0 at Bearroll.UltimateDecals.UD_Manager.DoRemoveDecal (Bearroll.UltimateDecals.UltimateDecal decal) [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) 2025-05-03T05:48:06.6013841+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:48:06.6024108+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:50:09.6234948+00:00 Warning Got 16 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_Lagon Tentacle Enemy Swipe Attack Basic Player Evade VFX v_Lagon Boss Low Moving Eye Beam v_Lagon Boss MoonBlast Starter Moon Blast Explosion VFX v_LagonBoss Claw Grab Lagon Boss Flat Moon Blast vfx v_LagonBoss Tidal Waves ShiftBeginningVFX v_Shift v_Shurikens Shuriken visuals Physical circling version ShiftEndVFX v_LagonBoss Monolith Tidal Waves BlindAilmentVFX v_LagonBoss Melee LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:50:09.8699185+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:50:09.8699185+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:50:09.8699185+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:50:09.8729188+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 38 Unused Serialized files (Serialized files now loaded: 486) Unloading 2967 unused Assets to reduce memory usage. Loaded Objects now: 1279935. Total: 802.431400 ms (FindLiveObjects: 125.171400 ms CreateObjectMapping: 82.846100 ms MarkObjects: 580.280000 ms DeleteObjects: 14.132900 ms) 2025-05-03T05:50:11.7953751+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 302.98ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 27 Unused Serialized files (Serialized files now loaded: 486) UnloadTime: 51.768100 ms 2025-05-03T05:50:13.6072571+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'EoT' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:50:13.6082561+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'EoT' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:50:13.6493168+00:00 Warning Missing static network object index for scene 30. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:50:13.6518315+00:00 Log LoadingScreen.OnSceneLoaded(EoT, Single EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:50:13.7207347+00:00 Log LoadingScreen.OnLocalPlayerInitialized(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:50:13.8147267+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene EoT on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:50:13.8157287+00:00 Log Time to Single load 'EoT' 4.19 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 3350 unused Assets to reduce memory usage. Loaded Objects now: 1256002. Total: 802.314300 ms (FindLiveObjects: 119.883200 ms CreateObjectMapping: 91.997700 ms MarkObjects: 578.305800 ms DeleteObjects: 12.126900 ms) 2025-05-03T05:50:14.7943034+00:00 Log LoadingScreen.OnDisable(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:50:14.7962798+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:50:52.0996845+00:00 Warning Returning index -1 as region given is null or empty! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.Generic.UnityUI.RegionSelectionDropdown:GetIndexByRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:Initialize() LE.UI.Generic.UnityUI.RegionSelectionDropdown:RegionRefreshData() 2025-05-03T05:50:52.1006861+00:00 Log No working integration, destroying EpochRGB LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() 2025-05-03T05:51:53.0656364+00:00 Log No working integration, destroying EpochRGB LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() 2025-05-03T05:52:28.0431257+00:00 Log No working integration, destroying EpochRGB LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() 2025-05-03T05:54:18.4160447+00:00 Log No working integration, destroying EpochRGB LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() 2025-05-03T05:56:07.4308034+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:07.4308034+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:07.4308034+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:07.4343137+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 1 Unused Serialized files (Serialized files now loaded: 486) Unloading 37 unused Assets to reduce memory usage. Loaded Objects now: 1258779. Total: 821.418700 ms (FindLiveObjects: 116.547200 ms CreateObjectMapping: 114.914200 ms MarkObjects: 581.218900 ms DeleteObjects: 8.737400 ms) 2025-05-03T05:56:08.6101293+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 295.53ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 59 Unused Serialized files (Serialized files now loaded: 486) UnloadTime: 30.581800 ms 2025-05-03T05:56:10.7962598+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:56:10.7962598+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T05:56:11.1591138+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:11.1591138+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:11.1591138+00:00 Warning Missing static network object index for scene 158. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:11.1631141+00:00 Log LoadingScreen.OnSceneLoaded(MonolithHub, Single MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:11.1781322+00:00 Log LoadingScreen.OnLocalPlayerInitialized(MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.1781322+00:00 Warning LoadingScreen.OnLocalPlayerInitialized still loading scenes LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.2688285+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.3594577+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.4495488+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.5402084+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.6303006+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.7213906+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.8110497+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.9001563+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:11.9893227+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:12.0790182+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:12.0800208+00:00 Log Time to Single load 'MonolithHub' 4.89 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:12.1765488+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 1112 unused Assets to reduce memory usage. Loaded Objects now: 1274642. Total: 806.851200 ms (FindLiveObjects: 134.558800 ms CreateObjectMapping: 87.045800 ms MarkObjects: 574.844900 ms DeleteObjects: 10.400600 ms) Unloading 2 Unused Serialized files (Serialized files now loaded: 448) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1275873. Total: 767.859500 ms (FindLiveObjects: 113.428000 ms CreateObjectMapping: 75.763500 ms MarkObjects: 569.715000 ms DeleteObjects: 8.952100 ms) 2025-05-03T05:56:14.3300864+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 294.31ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:14.6607477+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T05:56:14.6617477+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:14.6617477+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:14.6617477+00:00 Warning Missing static network object index for scene 58. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:14.6632548+00:00 Log LoadingScreen.OnSceneLoaded(M_Rest, Additive M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:14.6632548+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:14.6712702+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:14.6712702+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:15.5759065+00:00 Log Time to Additive load 'M_Rest' 4.65 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:15.6333726+00:00 Log LoadingScreen.OnDisable(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:56:15.6356899+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:56:24.5000530+00:00 Log Processing Monolith RNG, Seed: 1081056829 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:24.5010584+00:00 Log Setting mono objective to Champions LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:24.5065655+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:24.5085666+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:24.5085666+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:29.1634608+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_M220, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:29.1644674+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T05:56:29.1886365+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:56:29.1916373+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 28 Unused Serialized files (Serialized files now loaded: 526) Unloading 353 unused Assets to reduce memory usage. Loaded Objects now: 1308769. Total: 794.847900 ms (FindLiveObjects: 118.819900 ms CreateObjectMapping: 82.723400 ms MarkObjects: 584.584100 ms DeleteObjects: 8.719200 ms) 2025-05-03T05:56:30.4049438+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 321.53ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:31.1335736+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T05:56:31.1395764+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M220' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.1565952+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M220' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.1575968+00:00 Warning Missing static network object index for scene 257. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.1652522+00:00 Log LoadingScreen.OnSceneLoaded(M_M220, Additive M_M220) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.1652522+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.1652522+00:00 Log [QA-464852] Changing Active Scene to 'M_M220' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.1812724+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.1827796+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.2245426+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M220' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.2255471+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_M220' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T05:56:31.4169220+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M220) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:31.4179211+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:32.3867665+00:00 Log Time to Additive load 'M_M220' 3.43 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:32.4496647+00:00 Log Resetting the reward lists for 1D48419D8AC74349 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:32.4496647+00:00 Log [QA-464852] Changing Active Scene to 'M_M220' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:32.4571838+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M220) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:32.4571838+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:33.4294246+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T05:56:34.8410673+00:00 Log LoadingScreen.OnDisable(M_M220) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:56:34.8410673+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:56:34.8410673+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T05:56:34.8430609+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:00:09.0419965+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:00:09.0565152+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M220' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:00:09.0575161+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M220' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:00:09.0590240+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:00:09.0610342+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:00:09.1376928+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:00:10.1476000+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:00:10.5460785+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:00:10.5460785+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:00:26.7990371+00:00 Warning DOTWEEN â–º Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.Debugger:LogWarning(Object, Tween) DG.Tweening.Core.TweenManager:GetTweener() DG.Tweening.DOTween:ApplyTo(DOGetter`1, DOSetter`1, T2, Single, ABSTweenPlugin`3) DG.Tweening.DOTween:To(DOGetter`1, DOSetter`1, Single, Single) DG.Tweening.DOTween:To(DOSetter`1, Single, Single, Single) CraftingSlotManager:SetGlowLines() CraftingSlotManager:UpdateItemInfo() CraftingSlotManager:OnAnyCraftingContainerChange() OneSlotItemContainer:TryRemoveItem(ItemContainerEntry, Int32, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickMoveToCraftingModifierSlot(ContainerID, Vector2Int, Boolean) ItemContainerUI:quickMoveMaterials(Vector2Int) MaterialFlyoutContainerUI:onPointerClick(PointerEventData) ItemContainerUI:UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick(PointerEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.3699920+00:00 Log Processing Monolith RNG, Seed: 1081426699 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.3749918+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.3764958+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.3775018+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.3785069+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.3785069+00:00 Warning Got 39 lazily-init'd (not-preloaded) pools during scene MonolithHub! BruteHarbinger 02 SlowShout vfx v_IceBatBreath Enemy Skeleton Death VFX 01 v_SoulBinder 02 SummonBoundWraith SkeletonFireExplosion WraithApparition CrowNecroticCastVFX Stone Death vfx 01 ImperialEraEnemy03 04 ResurrectMonsterVFX v_DesertSerpent 01 Poison Shots PoisonAilmentVFX WengariShamanBuffCastVFX v_WengariShamanBuffProjectile v_WengariShamanBuff v_WoollyBoarRiderArcingAxe Event Actor Mod 07 Teleport Start VFX Event Actor Mod 07 Teleport End VFX Desecrated Flesh Indicator VFX v_DesertSerpent 04 Sand Poison Twister v_DesertSerpent 03 SandDash DustCloudOnDeathVFX RahyehSoldierEngineer Summon VFX Champion v_Champion Mod 08 Void Arc Champion Mod 08 Void Arc Indicator VFX v_Champion Mod 08.1 Void Arc Ground Summon Vfx Burst ballista death vfx RahyehSoldierSiegeEngineerChampionBallistaEnemyIndicatorVFX v_Champion Mod 03 Lightning Mine v_IMEmpireScorpionC Champion 06 NecroticGas v_RahyehSoldier Siege Engineer Champion 01 BallistaBolt IMEmpireScorpionC 05 ClawLazers Indicator PaladinVoidCultist 07.2 Explosion VFX ShockAilmentVFX v_IMEmpireScorpionC 05 ClawLazers VFX v_RahyehSoldier SiegeEngineer Champion 02 HammerThrow v_RahyehSoldier Siege Engineer Champion 00 NullAbility v_IMEmpireScorpionC 04 GrowingLazer IMEmpireScorpionC 04.1 Explosion VFX LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.5901899+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R7Q10, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.5911899+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:02:34.6027010+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6036987+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6036987+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6046999+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6046999+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6046999+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6046999+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6056991+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6056991+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6056991+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6056991+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6066996+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6066996+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6072081+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6072081+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6072081+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6072081+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6082167+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6082167+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6082167+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6082167+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6092217+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_IMEmpireScorpionC Champion 06 NecroticGas(Clone)\Trails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6092217+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\PaladinVoidCultist 07.2 Explosion VFX(Clone)\Decal LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6102153+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\PaladinVoidCultist 07.2 Explosion VFX(Clone)\Decal LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:02:34.6267185+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:02:34.6297769+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 39 Unused Serialized files (Serialized files now loaded: 511) Unloading 11020 unused Assets to reduce memory usage. Loaded Objects now: 1293553. Total: 806.520000 ms (FindLiveObjects: 126.970500 ms CreateObjectMapping: 83.735200 ms MarkObjects: 581.427600 ms DeleteObjects: 14.385900 ms) 2025-05-03T06:02:38.4186322+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 302.00ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:39.2108076+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R7Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2233282+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R7Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2243292+00:00 Warning Missing static network object index for scene 174. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2278363+00:00 Log LoadingScreen.OnSceneLoaded(R7Q10, Additive R7Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2278363+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2288424+00:00 Log [QA-464852] Changing Active Scene to 'R7Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2298429+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2298429+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2553902+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R7Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.2579048+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R7Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:02:39.3575639+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R7Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:39.3575639+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:40.2726467+00:00 Log Time to Additive load 'R7Q10' 5.89 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:40.3116788+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:40.3126781+00:00 Log [QA-464852] Changing Active Scene to 'R7Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:40.3211856+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R7Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:40.3221849+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:41.2264694+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:02:41.2440613+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2450620+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2450620+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2450620+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2450620+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2450620+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2450620+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2465656+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2465656+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2465656+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2465656+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2465656+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2465656+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2465656+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:41.2465656+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:02:42.1104508+00:00 Log LoadingScreen.OnDisable(R7Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:02:42.1104508+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:02:42.1104508+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:02:42.1124495+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:05:00.5755955+00:00 Warning No detachment tracker for :: R7Q10\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:05:00.5755955+00:00 Warning No detachment tracker for :: R7Q10\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:05:00.7225259+00:00 Warning No detachment tracker for :: R7Q10\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:05:00.7225259+00:00 Warning No detachment tracker for :: R7Q10\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:06:03.0999412+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1009424+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1009424+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1019392+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1019392+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1019392+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1094487+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1104516+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1104516+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1104516+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1104516+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1114490+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1114490+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1114490+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1114490+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1139609+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1149626+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R7Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1149626+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R7Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1169598+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1189616+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:03.1876726+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:06:04.1869296+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:06:04.4971402+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:06:04.4971402+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:07:16.2019545+00:00 Log Processing Monolith RNG, Seed: 1081708530 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:07:16.2084619+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:07:16.2094623+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:07:16.2104622+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:07:16.2104622+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:07:16.2119662+00:00 Warning Got 23 lazily-init'd (not-preloaded) pools during scene MonolithHub! MirroredIceElementalAppearVFX FrostSpriggan 02 SummonIceShield VFX FrostSpriggan 02 IceWallOnDeathVFX Ice Death vfx 01 v_Ice Elemental Barrage IceBarrageExplosionOnDeath v_FrostSpriggan 01 IceFieldSnap FrostSpriggan 01 IceField Explosion VFX v_WeakLeap WeakLeapOnDeathVFX Dust and Small Pieces Books Ice Titan slam vfx v_Ice Titan 02 Icicle Raise Capsuleman 05 Melee Slash VFX Ice Titan Roar VFX v_HighCritChanceUntilApproached v_IceTitan 03 IceStorm v_IceTitan 03.1 IceSpikeStarter IceTitan 03.1 IceSpikeAttackVFX IceTitan 02.1 GlacierVFX Ice Elemental Nova Cast VFX Ancient Dragon Magma 05 Explosion Charge Up VFX Ancient Dragon Magma 05 Explosion VFX LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:07:16.4201425+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R7Q20, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:07:16.4201425+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:07:17.9566973+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:07:17.9596844+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 67 Unused Serialized files (Serialized files now loaded: 492) Unloading 6661 unused Assets to reduce memory usage. Loaded Objects now: 1289372. Total: 838.002400 ms (FindLiveObjects: 118.493600 ms CreateObjectMapping: 97.707300 ms MarkObjects: 608.831800 ms DeleteObjects: 12.969000 ms) 2025-05-03T06:07:19.1615289+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 296.14ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:19.7299557+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R7Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7384728+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R7Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7384728+00:00 Warning Missing static network object index for scene 175. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7394738+00:00 Log LoadingScreen.OnSceneLoaded(R7Q20, Additive R7Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7404729+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7404729+00:00 Log [QA-464852] Changing Active Scene to 'R7Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7404729+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7419813+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7560248+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R7Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.7570274+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R7Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:07:19.8608583+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R7Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:19.8608583+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:20.7724742+00:00 Log Time to Additive load 'R7Q20' 4.56 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:20.7774753+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:20.7774753+00:00 Log [QA-464852] Changing Active Scene to 'R7Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:20.7869869+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R7Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:20.7879858+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:21.7009288+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:07:21.7850603+00:00 Log LoadingScreen.OnDisable(R7Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:07:21.7850603+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:07:21.7850603+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:07:21.7870604+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:08:20.8545954+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:08:20.8565953+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R7Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:08:20.8575974+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R7Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:08:20.8595956+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:08:20.8611014+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:08:20.9052343+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:08:22.0289662+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:08:22.0575432+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:08:22.0575432+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:00.4099223+00:00 Log Processing Monolith RNG, Seed: 1081812738 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:00.4104272+00:00 Log Setting mono objective to StabilizeTheEcho LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:00.4128828+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:00.4148829+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:00.4148829+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:04.4940891+00:00 Warning Got 8 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_Lightning Dragon Shake Lightning Hit Indicator v_Lightning_Dragon_Roar SlowAilmentVFX EggSplat Lightning Dragon 01 Breath VFX Lightning Dragon Big Explosion 02 Charge Up VFX Lightning Dragon 02 Big Explosion VFX LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:04.7084383+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_M210, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:04.7084383+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:04.7551110+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:04.7581124+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 45 Unused Serialized files (Serialized files now loaded: 539) Unloading 909 unused Assets to reduce memory usage. Loaded Objects now: 1310748. Total: 810.515100 ms (FindLiveObjects: 121.847900 ms CreateObjectMapping: 84.465900 ms MarkObjects: 592.762300 ms DeleteObjects: 11.438500 ms) 2025-05-03T06:09:05.9517622+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 306.88ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:06.6935382+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7010498+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7020566+00:00 Warning Missing static network object index for scene 256. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7040546+00:00 Log LoadingScreen.OnSceneLoaded(M_M210, Additive M_M210) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7040546+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7040546+00:00 Log Storing variant 'M_M210_YellowMorning' for scene 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7051148+00:00 Log [QA-464852] Changing Active Scene to 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7061200+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7061200+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7416968+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.7416968+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:06.8063693+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M210) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:06.8073699+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:07.7009173+00:00 Log Time to Additive load 'M_M210' 3.21 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:09.3140985+00:00 Log LoadingScreen.OnDisable(M_M210) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:09.3140985+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:10.4851144+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(PCG_Tomb, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:09:10.4851144+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 53 Unused Serialized files (Serialized files now loaded: 542) Unloading 14586 unused Assets to reduce memory usage. Loaded Objects now: 1546874. Total: 857.329400 ms (FindLiveObjects: 142.398500 ms CreateObjectMapping: 90.336400 ms MarkObjects: 610.746900 ms DeleteObjects: 13.846800 ms) 2025-05-03T06:09:11.7667254+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 316.65ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:12.1832340+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T06:09:12.1842328+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:12.1842328+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:12.1842328+00:00 Warning Missing static network object index for scene 327. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:12.1842328+00:00 Log LoadingScreen.OnSceneLoaded(PCG_Tomb, Additive PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:12.1842328+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:12.1842328+00:00 Log Storing variant 'WeaverTombs_Red' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:09:12.2022495+00:00 Log LoadingScreen.OnLocalPlayerInitialized(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:12.2022495+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:13.2296755+00:00 Log Time to Additive load 'PCG_Tomb' 2.95 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:13.2306812+00:00 Log Generating level with seed 1051371743, grammar Tombs1 and template TombsOfErased LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:13.2384913+00:00 Warning No AutoPoolPreloaderConfiguration found for scene M_M210. Please ensure that the AutoPoolPreloader component of the ZoneManager object has a configuration. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolPreloader:Start() 2025-05-03T06:09:13.3816698+00:00 Log [PCG] Finished in 49.3845ms, with 25160 steps and 12560 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:13.3826660+00:00 Log [PCG] Finished in 0.025ms, with 25169 steps and 12560 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:Continuation(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:09:13.7085470+00:00 Log LoadingScreen.OnDisable(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:13.7085470+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827725192] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827725976] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827726040] 2025-05-03T06:09:14.7479112+00:00 Error [Addressables] Not Preloaded - Object with name: Box Pile 5 wasn't preloaded In Zone M_M210. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:09:14.8471164+00:00 Log PCG_RESULT_INFO: { "Seed": 1051371743, "Grammar": "Tombs1", "Result": "Standard", "Errors": [], "SceneLoadMs": 2953.0, "GenerationTimings": { "TilesetLoadMs": 71.0, "GenerationTimeMs": 77.2639, "TilemapSetupMs": 2.0, "TileResolutionMs": 315.0 }, "GeneratorDataDeserializationMs": 319.2001, "PropPlacementMs": 361.1363, "NavMeshGenMs": 77.8858, "SpawnerPlacementMs": 100.8299, "CollisionBuildMs": 116.6582, "TotalTimeMs": 7074.951 } LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:14.8471164+00:00 Log Resetting the reward lists for 1D48419D8AC74349 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:14.8481155+00:00 Log [QA-464852] Changing Active Scene to 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:14.8566277+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:15.9599035+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:16.0336592+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:16.0356601+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:16.0356601+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:09:16.0356601+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] 2025-05-03T06:09:31.1035929+00:00 Log Rune prison opened. Spawning 1 mages LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) RunePrison:Open() RandomEncounterManager:AttemptOpenRunePrisonOnServer(UInt32) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:09:47.2102994+00:00 Warning Factions Panel - FactionsPanelManager.OpenSubPanel attempting to call UIBase.instance.openFactions, because !gameObject.activeSelf - this is recursive! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.Factions.FactionsPanelManager:OpenSubPanel(GameObject, Boolean) LE.Factions.FactionsPanelManager:TryShowRankPanel(FactionID, Boolean, Boolean) LE.Factions.FactionRankPanelWeaver:OpenWeaverTree() LE.Factions.NewWeaverPointButton:Clicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:47.2128264+00:00 Log Factions Panel - Opening faction panel, closeOverlapping = True, skipEvent = True LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UIBase:openFactions(Boolean, Boolean) LE.Factions.FactionsPanelManager:OpenSubPanel(GameObject, Boolean) LE.Factions.FactionsPanelManager:TryShowRankPanel(FactionID, Boolean, Boolean) LE.Factions.FactionRankPanelWeaver:OpenWeaverTree() LE.Factions.NewWeaverPointButton:Clicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:09:47.2563716+00:00 Log Factions Panel - Opened faction subpanel LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:TryShowRankPanel(FactionID, Boolean, Boolean) LE.Factions.FactionRankPanelWeaver:OpenWeaverTree() LE.Factions.NewWeaverPointButton:Clicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Coroutine couldn't be started because the the game object 'Search' is inactive! LE.Factions.WeaverTreeSearch:Search() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent`1:Invoke(T0) TMPro.TMP_InputField:SetText(String, Boolean) LE.Factions.WeaverTreeSearch:ResetSearch() LE.Factions.WeaverTreeSearch:OnDisable() UIPanel:Close(Boolean) d__245:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) UIBase:closeFactions() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:ExitKeyDown() EpochInputManager:Update() [ line 1827725608] 2025-05-03T06:12:37.1246096+00:00 Error [Addressables] Not Preloaded - Object with name: LootLizard Blue wasn't preloaded In Zone M_M210. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:13:28.6298580+00:00 Log Player died: -IsLocalPlayer: True -LocalPlayer: LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:13:28.6318583+00:00 Log DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIPanel:Open(Boolean) UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:13:28.6328580+00:00 Log player MainPlayer(Clone) UsingKeyRespawnState is None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DyingPlayer:set_UsingKeyRespawnState(KeyRespawnState) DyingPlayer:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:13:28.6338615+00:00 Log player MainPlayer(Clone) died LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DyingPlayer:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:13:34.5122629+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:13:34.5197729+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:13:34.5197729+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M210' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:13:34.5217711+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:13:34.5227710+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:13:34.5932820+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:13:35.7010501+00:00 Error Missing reference to the actor or its nav mesh agent on SilkenCocoonMimick(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() StatBuffs:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:13:35.7587045+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:13:36.0610785+00:00 Error Missing reference to the actor or its nav mesh agent on SilkenCocoonMimick(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() StatBuffs:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:13:36.1576045+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:13:36.1576045+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:13:36.1751196+00:00 Error Missing reference to the actor or its nav mesh agent on SilkenCocoonMimick(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() StatBuffs:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:13:36.2001633+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-03T06:13:36.2011652+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-03T06:13:36.2236984+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-03T06:13:36.2236984+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-03T06:13:50.9338218+00:00 Log Processing Monolith RNG, Seed: 1082103263 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:13:50.9348203+00:00 Log Setting mono objective to Patrol LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:13:50.9363281+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:13:50.9383282+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:13:50.9383282+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:13:53.4127836+00:00 Warning Got 48 lazily-init'd (not-preloaded) pools during scene MonolithHub! PhraxOnDeathVFX v_thornclaw 02 dash ImprisonedMage 08 Water Cone Cast VFX ImprisonedMage 08 Water Cone VFX v_ImprisonedMage 03 Surge Lightning v_ImprisonedMage 10 Arc Volley Starter ImprisonedMage 10.1 Arc Volley Impact VFX v_ImprisonedMage 10.2 Arc Volley Mine ImprisonedMage 09 Ice Whirlwind Cast vfx v_ImprisonedMage 09 Ice Whirlwind v_ImprisonedMage 05 Surge Cold ImprisonedMage 02 Lightning Beam Cast VFX ImprisonedMage 02 Lightning Beam VFX HivelessPhraxOnDeathVFX SilkenCocoonOnDeath Vfx 1 v_SoulOfTheErased Projectile Small Bug Ground Impact 01 Siege Golem Projectil Cast VFX necrotic v_Necrotic Siege Golem 01 Big Explosion thornclaw 04 hover melee VFX v_Necrotic Siege Golem 01.1 Arrow Visuals v_Necrotic Siege Golem 01.3 Necrotic Curved Projectile Variant v_MerunaSiren Champion 04.05 HydroPumpDelayer Armored Phoenix Champion XL Fire Explosion VFX v_MerunaSiren Champion 04.1 HydroPump v_MerunaSiren Champion 02 Wave v_Necrotic Siege Golem 02 Necrotic Hungering Souls v_thornclaw 05 hover dash Armored Phoenix Flamethrower cast vfx v_Champion Mod 10 Poison Arrow v_Champion Mod 10.1 Poison Arrow Projectile v_ArmoredPhoenix Champion 03 Flamethrower v_ArmoredPhoenix Champion 02 Feathers ArmoredPhoenixFeathersExplosionVFX Armored Phoenix Champion Fireball Cast VFX v_ArmoredPhoenix Champion 05 Fireball ArmoredPhoenix Champion 05 Fireball IndicatorVFX Loot Lizard Item Drop VFX v_Possessed Mod 01 Slow Sparks v_Possessed Mod 06 Retaliation Laser Indicator v_Possessed Mod 06.1 Retaliation Laser Damage v_ChitidSpit MarkedForDeathAilmentVFX v_Possessed Mod 05 Necrospin v_Possessed Mod 05 Cursed Threads DoT ChosenErased 01 NecroOrb Cast VFX v_ChosenErased 03 SilkenHand Delayer v_ChosenErased 03.1 SilkenHand Ground LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:13:53.6251634+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_M360, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:13:53.6256699+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:13:53.6351889+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:13:53.6647310+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:13:53.6677366+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 7 Unused Serialized files (Serialized files now loaded: 534) Unloading 34106 unused Assets to reduce memory usage. Loaded Objects now: 1308355. Total: 851.566500 ms (FindLiveObjects: 123.878900 ms CreateObjectMapping: 87.830100 ms MarkObjects: 604.670300 ms DeleteObjects: 35.186500 ms) 2025-05-03T06:13:54.8765274+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 310.30ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:13:55.2924765+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.2934767+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.2949848+00:00 Warning Missing static network object index for scene 301. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.2949848+00:00 Log LoadingScreen.OnSceneLoaded(M_M360, Additive M_M360) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.2949848+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.2949848+00:00 Log Storing variant 'M_M360_FoggyDarker' for scene 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.2949848+00:00 Log [QA-464852] Changing Active Scene to 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.2959903+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.2969932+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.3220581+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.3220581+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:13:55.3501046+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M360) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:13:55.3501046+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:13:56.2521137+00:00 Log Time to Additive load 'M_M360' 2.84 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:13:56.3182963+00:00 Warning No AutoPoolPreloaderConfiguration found for scene M_M360. Please ensure that the AutoPoolPreloader component of the ZoneManager object has a configuration. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolPreloader:Start() 2025-05-03T06:13:58.9631179+00:00 Log LoadingScreen.OnDisable(M_M360) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:13:58.9641179+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:13:59.1818711+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(PCG_Tomb, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:13:59.1828701+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 15 Unused Serialized files (Serialized files now loaded: 534) Unloading 8784 unused Assets to reduce memory usage. Loaded Objects now: 1554708. Total: 838.483000 ms (FindLiveObjects: 141.471200 ms CreateObjectMapping: 87.218000 ms MarkObjects: 597.698500 ms DeleteObjects: 12.094200 ms) 2025-05-03T06:14:00.4527984+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 328.13ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:14:00.5454135+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T06:14:00.5454135+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:14:00.5454135+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:14:00.5464156+00:00 Warning Missing static network object index for scene 327. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:14:00.5464156+00:00 Log LoadingScreen.OnSceneLoaded(PCG_Tomb, Additive PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:14:00.5464156+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:14:00.5464156+00:00 Log Storing variant 'WeaverTombs_Red' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:14:00.5549213+00:00 Log LoadingScreen.OnLocalPlayerInitialized(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:14:00.5549213+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:14:01.6537282+00:00 Log Time to Additive load 'PCG_Tomb' 2.69 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:14:01.6547263+00:00 Log Generating level with seed 347352622, grammar Tombs4 and template TombsOfErased LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:14:01.6612330+00:00 Log [PCG] Finished in 0.5285ms, with 321 steps and 142 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() LE.PCG.LevelBaker:BakeLevel(RandomRef, UInt32, Grammar, LevelTemplate, Single) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:14:01.6622338+00:00 Log [PCG] Finished in 0.0219ms, with 331 steps and 142 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() LE.PCG.LevelBaker:BakeLevel(RandomRef, UInt32, Grammar, LevelTemplate, Single) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:14:01.8374418+00:00 Warning No AutoPoolPreloaderConfiguration found for scene M_M360. Please ensure that the AutoPoolPreloader component of the ZoneManager object has a configuration. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolPreloader:Start() 2025-05-03T06:14:02.0181242+00:00 Log LoadingScreen.OnDisable(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:02.0191230+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827725192] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827725976] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827726040] 2025-05-03T06:14:02.5239999+00:00 Error [Addressables] Not Preloaded - Object with name: Box Pile 5 wasn't preloaded In Zone M_M360. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:14:02.6180882+00:00 Log PCG_RESULT_INFO: { "Seed": 347352622, "Grammar": "Tombs4", "Result": "Standard", "Errors": [], "SceneLoadMs": 2687.0, "GenerationTimings": { "TilesetLoadMs": 0.0, "GenerationTimeMs": 7.2297, "TilemapSetupMs": 1.0, "TileResolutionMs": 170.0 }, "GeneratorDataDeserializationMs": 30.058, "PropPlacementMs": 299.7998, "NavMeshGenMs": 59.5809, "SpawnerPlacementMs": 146.6646, "CollisionBuildMs": 98.5653, "TotalTimeMs": 6302.002 } LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:02.6190890+00:00 Log Resetting the reward lists for 1D48419D8AC74349 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:02.6200876+00:00 Log [QA-464852] Changing Active Scene to 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:02.6276074+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:03.7525120+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:03.8292623+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:03.8312359+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:03.8312359+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:14:03.8312359+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] 2025-05-03T06:15:42.6447744+00:00 Log Player died: -IsLocalPlayer: True -LocalPlayer: LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:42.6477809+00:00 Log DeathScreen opened: -infoProvider: MainPlayer(Clone) (CharacterDataTracker) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UIPanel:Open(Boolean) UIBase:openDeath() PlayerActorSync:ReceiveTriggerDeath(DamageTheme) ActorSync:SendTriggerDeath(DamageTheme) Dying:onEnter() DyingPlayer:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:42.6477809+00:00 Log player MainPlayer(Clone) UsingKeyRespawnState is None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DyingPlayer:set_UsingKeyRespawnState(KeyRespawnState) DyingPlayer:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:42.6487816+00:00 Log player MainPlayer(Clone) died LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DyingPlayer:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:48.5427831+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5447886+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.Vegetation.VegetationBeacon:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5476884+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.Vegetation.VegetationBeacon:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5476884+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.Vegetation.VegetationBeacon:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5476884+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.Vegetation.VegetationBeacon:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5486939+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.Vegetation.VegetationBeacon:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5486939+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.Vegetation.VegetationBeacon:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5486939+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.Vegetation.VegetationBeacon:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5506927+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5506927+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M360' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5516926+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.5531971+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:48.6413807+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:OnPlayerRespawn(DyingPlayer) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2025-05-03T06:15:49.8392657+00:00 Error Missing reference to the actor or its nav mesh agent on SilkenCocoonMimick(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:49.8687978+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:15:50.2512022+00:00 Error Missing reference to the actor or its nav mesh agent on SilkenCocoonMimick(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:50.3517364+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:15:50.3517364+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:15:50.3532436+00:00 Error Missing reference to the actor or its nav mesh agent on MerunaOgre(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() StatBuffs:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:50.3542456+00:00 Error Missing reference to the actor or its nav mesh agent on Lightning Elemental(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() StatBuffs:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:50.3758330+00:00 Error Missing reference to the actor or its nav mesh agent on Necrotic Siege Golem(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() StatBuffs:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:50.3768323+00:00 Error Missing reference to the actor or its nav mesh agent on SilkenCocoonMimick(Clone) (UnityEngine.GameObject)! at SpeedManager#updateSpeed:79 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Logger:LogError(String, Object, String, String, Int32) SpeedManager:updateSpeed() BaseStats:UpdateStats() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:15:50.4413245+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-03T06:15:50.4413245+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-03T06:15:58.4636262+00:00 Log Processing Monolith RNG, Seed: 1082230792 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:15:58.4646279+00:00 Log Setting mono objective to Patrol LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:15:58.4676251+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:15:58.4686257+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:15:58.4696252+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:16:00.6157169+00:00 Warning Got 5 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_Possessed Mod 02 Spirit Projectile WovenFirstborn 08.1 Spirit Barrage Indicator VFX WovenFirstborn 08.2 Spirit Barrage Explosion VFX HartonLightningStabVFX v_LightningElemental TurretShot LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:16:00.8267416+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_F20, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:16:00.8277418+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:16:00.8348539+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:16:00.8358534+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:16:00.8358534+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:16:00.8568972+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:00.8598827+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 7 Unused Serialized files (Serialized files now loaded: 534) Unloading 6639 unused Assets to reduce memory usage. Loaded Objects now: 1304877. Total: 815.937600 ms (FindLiveObjects: 120.877300 ms CreateObjectMapping: 94.798000 ms MarkObjects: 584.396400 ms DeleteObjects: 15.865200 ms) 2025-05-03T06:16:02.0256075+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 305.18ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:02.6215182+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_F20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6266148+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_F20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6266148+00:00 Warning Missing static network object index for scene 94. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6276148+00:00 Log LoadingScreen.OnSceneLoaded(M_F20, Additive M_F20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6276148+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6286146+00:00 Log [QA-464852] Changing Active Scene to 'M_F20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6296146+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6296146+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6758704+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_F20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.6768681+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_F20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:02.7535710+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_F20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:02.7545709+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:03.6919364+00:00 Log Time to Additive load 'M_F20' 3.08 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:04.2970378+00:00 Log LoadingScreen.OnDisable(M_F20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:04.2970378+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:04.6680564+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(PCG_Tomb, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:16:04.6680564+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadSceneWithClients(String, LoadSceneMode, Boolean, Boolean) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 29 Unused Serialized files (Serialized files now loaded: 537) Unloading 5111 unused Assets to reduce memory usage. Loaded Objects now: 1369003. Total: 809.511700 ms (FindLiveObjects: 130.674800 ms CreateObjectMapping: 84.799400 ms MarkObjects: 584.003400 ms DeleteObjects: 10.033600 ms) 2025-05-03T06:16:05.8909098+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 313.72ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:05.9896913+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T06:16:05.9896913+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:05.9896913+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:05.9896913+00:00 Warning Missing static network object index for scene 327. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:05.9896913+00:00 Log LoadingScreen.OnSceneLoaded(PCG_Tomb, Additive PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:05.9906940+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:05.9906940+00:00 Log Storing variant 'WeaverTombs_Ice' for scene 'PCG_Tomb' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:16:06.0062172+00:00 Log LoadingScreen.OnLocalPlayerInitialized(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:06.0062172+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:07.0050877+00:00 Log Time to Additive load 'PCG_Tomb' 2.53 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:07.0060877+00:00 Log Generating level with seed 1340938647, grammar Tombs2 and template TombsOfErased LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:07.0231044+00:00 Log [PCG] Finished in 10.307ms, with 4208 steps and 2082 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() LE.PCG.LevelBaker:BakeLevel(RandomRef, UInt32, Grammar, LevelTemplate, Single) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:07.0231044+00:00 Log [PCG] Finished in 0.0256ms, with 4218 steps and 2082 rollbacks LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Core.Networking.VerifyResultCallback:.ctor(Object, IntPtr) LE.Pcg.LevelGenerator:ProcessCommandStack(GeneratorConfig, GenerationResult, LayoutState, List`1, Single) LE.Pcg.LevelGenerator:GenerateSingleLevel(GeneratorConfig, Single) LE.Pcg.LevelGenerator:GenerateLevel(GeneratorConfig, Single) LE.PCG.d__0:MoveNext() LE.PCG.LevelBaker:BakeLevel(RandomRef, UInt32, Grammar, LevelTemplate, Single) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:16:07.3116905+00:00 Warning No AutoPoolPreloaderConfiguration found for scene M_F20. Please ensure that the AutoPoolPreloader component of the ZoneManager object has a configuration. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolPreloader:Start() 2025-05-03T06:16:07.6059022+00:00 Log LoadingScreen.OnDisable(PCG_Tomb) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:07.6059022+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827725192] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827725976] The referenced script on this Behaviour (Game Object 'MP Transition Message Reciever') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) UnityEngine.ResourceManagement.ResourceProviders.InstantiationParameters:Instantiate(TObject) UnityEngine.ResourceManagement.ResourceProviders.InstanceProvider:ProvideInstance(ResourceManager, AsyncOperationHandle`1, InstantiationParameters) UnityEngine.ResourceManagement.InstanceOperation:Execute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeExecute() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:<.ctor>b__38_0(AsyncOperationHandle) UnityEngine.ResourceManagement.AsyncOperations.<>c__DisplayClass61_0:b__0(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() [ line 1827726040] 2025-05-03T06:16:08.1166345+00:00 Error [Addressables] Not Preloaded - Object with name: Box Pile 5 wasn't preloaded In Zone M_F20. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:16:08.2201656+00:00 Log PCG_RESULT_INFO: { "Seed": 1340938647, "Grammar": "Tombs2", "Result": "Standard", "Errors": [], "SceneLoadMs": 2534.0, "GenerationTimings": { "TilesetLoadMs": 0.0, "GenerationTimeMs": 17.4221, "TilemapSetupMs": 2.0, "TileResolutionMs": 281.0 }, "GeneratorDataDeserializationMs": 70.4919, "PropPlacementMs": 335.4665, "NavMeshGenMs": 84.3753, "SpawnerPlacementMs": 117.2578, "CollisionBuildMs": 131.2027, "TotalTimeMs": 4500.97656 } LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:08.2211659+00:00 Log Resetting the reward lists for 1D48419D8AC74349 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:08.2211659+00:00 Log [QA-464852] Changing Active Scene to 'M_F20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:08.2296755+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:09.1790399+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__403:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Tombs.d__51:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__40:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Sirenix.Utilities.<>c__DisplayClass9_0`1:b__0(Object&) LE.PCG.d__46:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.PCG.d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.NextFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:09.2839664+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:09.2839664+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:09.2849651+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:16:09.2859662+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827727400] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728104] 2025-05-03T06:16:29.6126681+00:00 Warning No detachment tracker for :: M_F20\Size Indicator LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:16:31.1259219+00:00 Warning No detachment tracker for :: M_F20\Size Indicator LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:16:32.9308733+00:00 Warning No detachment tracker for :: M_F20\Size Indicator LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:16:42.4436263+00:00 Warning No detachment tracker for :: M_F20\Size Indicator LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:16:42.7308157+00:00 Warning No detachment tracker for :: M_F20\Size Indicator LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:16:43.6538133+00:00 Warning No detachment tracker for :: M_F20\Size Indicator LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:17:31.0880651+00:00 Warning No detachment tracker for :: M_F20\Size Indicator LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:17:33.9744477+00:00 Log Weaver Node Eclipsed Battleground 21: EchoWebNoArenaEchoes effect triggered - (1/68 nodes were triggered this session) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.WeaverTreeNodesExtensions:LogOnceNodeEffectIsWorking(WeaverTreeNodeEffect, String) LE.Factions.WeaverTreeNodesExtensions:OverrideEchoTypes(Actor, Int32, List`1&) EchoWeb:getIslandTypeForNewIsland(Int32, HashSet`1) EchoWeb:generateNewIsland(Int32) EchoWeb:revealASubsequentIsland(EchoWebIsland) EchoWeb:revealSubsequentConnections(EchoWebIsland, Boolean, Int32) EchoWeb:RevealSubsequentConnectionsOfConnectedIslands(EchoWebIsland) EchoWeb:OnIslandCompleted(Int32, MonolithRun, SharedMonolithRunsData, Actor) MonolithRunsManager:onEchoIslandCompleted(TimelineID, Int32, Int32) MonolithZoneManager:CompleteObjective(Single, Nullable`1) MonolithZoneManager:onObjectiveEnemyDefeated(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:17:43.8716271+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:17:43.8776287+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_F20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:17:43.8786287+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_F20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:17:43.8796288+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:17:43.8821409+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:17:43.9298350+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:17:44.9669852+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:17:45.2566710+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:17:45.2566710+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:17:45.3010757+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-03T06:17:45.3010757+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() 2025-05-03T06:21:31.0969648+00:00 Log Processing Monolith RNG, Seed: 1082563426 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:21:31.0979698+00:00 Log Setting mono objective to Champions LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:21:31.1019698+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:21:31.1039715+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:21:31.1039715+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:21:33.5040635+00:00 Warning Got 18 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_DiamondNagasa Champion 07 SkyBeam v_GiantScorpionTailMelee v_Immortal Eye 02 Death Cone v_DiamondNagasa Champion 000 CastInvicibility Sapphire v_DiamondNagasa Champion 000 CastInvicibility Ruby v_DiamondNagasa Champion 000 CastInvicibility Emerald v_Champion Mod 06 Fire Mortar Fire SoulCage Ground Slam VFX v_SapphireNagasa 04 WaterArrow Champion Mod 06.1 Fire Mortar AoE Explosion VFX v_Champion Mod 06.2 Fire Mortar DoT HaruspexOrianDrake Boss 03 indicator VFX v_DiamondNagasa Champion 02 HolyProjectile DiamondNagasa Champion 02.1 HolyDamages VFX v_Immortal Eye 01 Lazer v_DiamondNagasa Champion 05 HolyWave ImmortalEyeDeathVFX v_ImmortalEyeSelfDestruct LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:21:33.7172675+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_C20, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:21:33.7177742+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:21:33.7237761+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:21:33.7247763+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_SoulOfTheErased Projectile(Clone)\MODEL_SoulOfTheErased\GLOBAL_MOVES_GRP\SKELETON_GRP\EXPORT_SKELETON_GRP\JNTS_GRP\Root_JNT\Spine_0_JNT\vfx LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:21:33.7453979+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:21:33.7479096+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 7 Unused Serialized files (Serialized files now loaded: 527) Unloading 12913 unused Assets to reduce memory usage. Loaded Objects now: 1320738. Total: 858.462900 ms (FindLiveObjects: 127.234500 ms CreateObjectMapping: 88.775500 ms MarkObjects: 617.637600 ms DeleteObjects: 24.814700 ms) 2025-05-03T06:21:34.9559550+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 304.93ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:35.5732325+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:35.5742304+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:35.5742304+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:35.5742304+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:35.5742304+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:35.5742304+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:35.6183390+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6368626+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6368626+00:00 Warning Missing static network object index for scene 140. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6403804+00:00 Log LoadingScreen.OnSceneLoaded(M_C20, Additive M_C20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6403804+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6403804+00:00 Log Storing variant 'M_Z30_DefaultNight' for scene 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6403804+00:00 Log [QA-464852] Changing Active Scene to 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6413811+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6423818+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6654085+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6654085+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6654085+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6654085+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6654085+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6669175+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6984701+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.6994717+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:21:35.7710986+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_C20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:35.7710986+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:36.7214477+00:00 Log Time to Additive load 'M_C20' 3.22 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:36.7747965+00:00 Log Resetting the reward lists for 1D48419D8AC74349 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:36.7758015+00:00 Log [QA-464852] Changing Active Scene to 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:36.7898429+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_C20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:36.7908423+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:37.8770810+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:21:37.8810862+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:37.8810862+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:37.8810862+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:37.8810862+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:37.8810862+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:37.8810862+00:00 Warning Terrain Blending: No Terrain Found LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) JBooth.MicroSplat.MicroSplatBlendableObject:Sync() 2025-05-03T06:21:38.8730651+00:00 Log LoadingScreen.OnDisable(M_C20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:21:38.8740628+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:21:38.8740628+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:21:38.8760624+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:23:50.8808026+00:00 Warning No detachment tracker for :: M_C20\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:50.8808026+00:00 Warning No detachment tracker for :: M_C20\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:51.3975117+00:00 Warning No detachment tracker for :: M_C20\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:51.3975117+00:00 Warning No detachment tracker for :: M_C20\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:51.4665236+00:00 Warning No detachment tracker for :: M_C20\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:51.4665236+00:00 Warning No detachment tracker for :: M_C20\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:51.7894971+00:00 Warning No detachment tracker for :: M_C20\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:51.7894971+00:00 Warning No detachment tracker for :: M_C20\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:52.4584607+00:00 Warning No detachment tracker for :: M_C20\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:23:52.4584607+00:00 Warning No detachment tracker for :: M_C20\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:24:35.9687500+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:24:35.9752642+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:24:35.9762609+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_C20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:24:35.9782581+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:24:35.9802581+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:24:36.0417416+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:24:37.1187726+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:24:37.4296911+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:24:37.4296911+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:24:38.6822051+00:00 Warning PrefabInstancePool for prefab Gold Pile Gameplay Object (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 11/21 instances. If this occurred during typical gameplay, consider increasing the requested counts. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Vector3, Quaternion, Boolean) BaseGenericAutoPoolSubscriber`2:instantiate(Vector3, Quaternion, Boolean) GroundItemManager:createGoldPileGameplayObject(Vector3, Actor, UInt32) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:SpawnGoldForActor(Actor, Vector3, Int32, BaseDropRates, Single, Int32) LE.Gameplay.Monolith.MonolithItemManager:SpawnEchoSpecificRewards(Actor, Vector3, EchoCompletionReward, Boolean, Int32, EchoRewardSource, Int32) LE.Gameplay.Monolith.MonolithEchoRewardInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:trigger(GameObject) EventListener:triggerDialogueListeners(String, GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:24:39.6740355+00:00 Warning PrefabInstancePool for prefab Gold Pile Gameplay Object (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 27/37 instances. If this occurred during typical gameplay, consider increasing the requested counts. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:27:22.6486933+00:00 Log Processing Monolith RNG, Seed: 1082914977 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:27:22.6542030+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:27:22.6542030+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:27:22.6562034+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:27:22.6562034+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:27:22.6572035+00:00 Warning Got 18 lazily-init'd (not-preloaded) pools during scene MonolithHub! ZerrickAssassin SkeletonApparition v_Enemy Shurikens v_Marsh Beetle Water Spit ShadowShiftBeginningVFX Amber Elemental Cast VFX Indicator v_Amber Elemental 02 Upheaval v_Amber Elemental A90 Dungeon 01 Flaming Amber Projectile v_NemesisSoldierBlood 05.1 BloodConeIndicator v_NemesisSoldierBlood 05.2 BloodCone v_NemesisSoldierBlood 04.1 ExplosionDelayed warning NemesisSoldierBlood 04.3 Explosion VFX v_Champion Mod 05 Hydro Pump Delayer v_DrakeBoss Champion 13 FireBreathing v_Smoke Bomb v_HaruspexOrianDrake Boss 03 Fire Mortars DuskShroudAilmentVFX HaruspexOrianDrake Boss 03.2 Mortar Explosion VFX v_HaruspexOrianDrake Boss 03.2 Fire Mortars DoT LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:27:22.8959631+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R7Q30, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:27:22.8969630+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:27:22.9129836+00:00 Warning No detachment tracker for :: DontDestroyOnLoad\Auto Pool Parent\v_NemesisSoldierBlood 05.2 BloodCone(Clone)\Decal (1) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:27:22.9410126+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:27:22.9435279+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 30 Unused Serialized files (Serialized files now loaded: 510) Unloading 17084 unused Assets to reduce memory usage. Loaded Objects now: 1299623. Total: 995.108700 ms (FindLiveObjects: 161.058100 ms CreateObjectMapping: 117.094300 ms MarkObjects: 699.231000 ms DeleteObjects: 17.723900 ms) 2025-05-03T06:27:26.5185463+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 366.94ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:27.0430248+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R7Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0440245+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R7Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0450243+00:00 Warning Missing static network object index for scene 176. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0450243+00:00 Log LoadingScreen.OnSceneLoaded(R7Q30, Additive R7Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0450243+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0460222+00:00 Log [QA-464852] Changing Active Scene to 'R7Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0470235+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0480233+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0752688+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R7Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.0762690+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R7Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:27:27.1165388+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R7Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:27.1175378+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:28.0864885+00:00 Log Time to Additive load 'R7Q30' 5.43 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:28.0949967+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:28.0949967+00:00 Log [QA-464852] Changing Active Scene to 'R7Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:28.1025037+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R7Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:28.1025037+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:29.0735733+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:27:29.2569432+00:00 Log LoadingScreen.OnDisable(R7Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:27:29.2569432+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:27:29.2569432+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:27:29.2589429+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:29:13.9451751+00:00 Log [QA-464852] Changing Active Scene to 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:29:13.9471753+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R7Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:29:13.9481747+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R7Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:29:14.0655761+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:29:14.0690858+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:29:14.2004976+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:29:15.2107797+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:29:15.4153120+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:29:15.4153120+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:29:22.2122968+00:00 Warning Got 14 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_Undead Dragon Roar Undead Dragon Zombie Death VFX Undead Dragon Explosion Charge Up VFX Cast Dust and Bones Undead Dragon Giant Explosion VFX v_Undead Dragon Explosion v_Undead Dragon Damage Donut Indicator v_Undead Dragon Damage Donut v_Undead Dragon Flesh Shake Undead Dragon Flesh Shake Indicator VFX Undead Dragon Bloody Necrotic Explosion vfx v_Undead Dragon Breath Attack v_R7Q30 DamagingHeart FrailtyAilmentVFX LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:29:22.4650242+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:29:22.4660228+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:29:22.4660228+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:29:22.4695289+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 42 Unused Serialized files (Serialized files now loaded: 504) Unloading 971 unused Assets to reduce memory usage. Loaded Objects now: 1296018. Total: 806.036600 ms (FindLiveObjects: 133.060000 ms CreateObjectMapping: 82.384800 ms MarkObjects: 581.024800 ms DeleteObjects: 9.566300 ms) 2025-05-03T06:29:24.3606848+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 305.66ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 27 Unused Serialized files (Serialized files now loaded: 504) UnloadTime: 53.626600 ms 2025-05-03T06:29:25.9377810+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'EoT' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T06:29:25.9377810+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'EoT' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T06:29:25.9793406+00:00 Warning Missing static network object index for scene 30. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:29:25.9823525+00:00 Log LoadingScreen.OnSceneLoaded(EoT, Single EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:29:26.0611312+00:00 Log LoadingScreen.OnLocalPlayerInitialized(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:29:26.1537082+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene EoT on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:29:26.1547081+00:00 Log Time to Single load 'EoT' 3.94 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 3364 unused Assets to reduce memory usage. Loaded Objects now: 1271657. Total: 858.395400 ms (FindLiveObjects: 129.474600 ms CreateObjectMapping: 124.225200 ms MarkObjects: 591.769700 ms DeleteObjects: 12.925200 ms) 2025-05-03T06:29:27.1910675+00:00 Log LoadingScreen.OnDisable(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:29:27.1938553+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:30:20.1508538+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:30:20.1508538+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:30:20.1518538+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:30:20.1538545+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 1 Unused Serialized files (Serialized files now loaded: 504) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 1271825. Total: 782.145900 ms (FindLiveObjects: 117.602200 ms CreateObjectMapping: 76.403700 ms MarkObjects: 580.023900 ms DeleteObjects: 8.115400 ms) 2025-05-03T06:30:21.3125722+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 304.69ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 59 Unused Serialized files (Serialized files now loaded: 504) UnloadTime: 32.297200 ms 2025-05-03T06:30:23.1291195+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T06:30:23.1291195+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T06:30:23.4241455+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:23.4241455+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:23.4241455+00:00 Warning Missing static network object index for scene 158. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:23.4281450+00:00 Log LoadingScreen.OnSceneLoaded(MonolithHub, Single MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:23.4421854+00:00 Log LoadingScreen.OnLocalPlayerInitialized(MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:23.4431858+00:00 Warning LoadingScreen.OnLocalPlayerInitialized still loading scenes LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:23.5345118+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:23.6271726+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:23.7178259+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:23.8119792+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:23.9041211+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:23.9942462+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:24.0848232+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:24.1749134+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:24.2670052+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:24.3567307+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:24.3577305+00:00 Log Time to Single load 'MonolithHub' 4.46 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:24.4529765+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 1115 unused Assets to reduce memory usage. Loaded Objects now: 1287694. Total: 813.726300 ms (FindLiveObjects: 125.555400 ms CreateObjectMapping: 88.339900 ms MarkObjects: 588.964400 ms DeleteObjects: 10.866100 ms) Unloading 2 Unused Serialized files (Serialized files now loaded: 475) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1288925. Total: 840.482200 ms (FindLiveObjects: 119.698100 ms CreateObjectMapping: 117.991800 ms MarkObjects: 594.544400 ms DeleteObjects: 8.246800 ms) 2025-05-03T06:30:26.6109349+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 302.73ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:26.9047511+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T06:30:26.9057505+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:26.9067508+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:26.9067508+00:00 Warning Missing static network object index for scene 58. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:26.9077531+00:00 Log LoadingScreen.OnSceneLoaded(M_Rest, Additive M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:26.9077531+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:30:26.9152605+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:26.9152605+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:27.8415968+00:00 Log Time to Additive load 'M_Rest' 4.61 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:30:27.9028136+00:00 Log LoadingScreen.OnDisable(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:30:27.9058101+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:32:08.9232766+00:00 Log Processing Monolith RNG, Seed: 1083201252 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:32:08.9232766+00:00 Log Setting mono objective to Champions LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:32:08.9252753+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:32:08.9267825+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:32:08.9277855+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:32:12.4091048+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_M180, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:32:12.4091048+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:travelButtonClicked() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:32:12.4511687+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:32:12.4541687+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 28 Unused Serialized files (Serialized files now loaded: 535) Unloading 353 unused Assets to reduce memory usage. Loaded Objects now: 1319786. Total: 823.583400 ms (FindLiveObjects: 122.393400 ms CreateObjectMapping: 90.283100 ms MarkObjects: 602.507000 ms DeleteObjects: 8.399100 ms) 2025-05-03T06:32:13.6802745+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 309.08ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:14.6185630+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T06:32:14.6270705+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.6470869+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.6475925+00:00 Warning Missing static network object index for scene 253. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.6545985+00:00 Log LoadingScreen.OnSceneLoaded(M_M180, Additive M_M180) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.6561045+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.6561045+00:00 Log Storing variant 'M_M310_Night' for scene 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.SceneVariantSystem.SceneVariantService:StoreSceneVariant(Scene, SceneVariantSettings) LE.SceneVariantSystem.SceneVariantService:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.6561045+00:00 Log [QA-464852] Changing Active Scene to 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.6716166+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.6736164+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.7632145+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.7632145+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:32:14.9914070+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M180) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:14.9914070+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:15.8911882+00:00 Log Time to Additive load 'M_M180' 3.69 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:15.9427293+00:00 Log Resetting the reward lists for 1D48419D8AC74349 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:15.9427293+00:00 Log [QA-464852] Changing Active Scene to 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:15.9507445+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M180) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:15.9517441+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:16.8947028+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:32:16.9498422+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9498422+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9498422+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9498422+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9498422+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9508476+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9508476+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9508476+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9508476+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9508476+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9508476+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9518471+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9518471+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9518471+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9518471+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9518471+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9518471+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9518471+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:16.9528470+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:AddVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:UpdateVegetationMask() 2025-05-03T06:32:18.2925266+00:00 Log LoadingScreen.OnDisable(M_M180) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:32:18.2925266+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:32:18.2925266+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:32:18.2945243+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:33:40.4116496+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:33:40.5120817+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() Uploading Crash Report 2025-05-03T06:34:15.7368887+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at ControllerMapsManager.SetRewiredMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager.SetMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Uploading Crash Report 2025-05-03T06:34:24.5979863+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at ControllerMapsManager.SetRewiredMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager.SetMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Uploading Crash Report 2025-05-03T06:34:33.5619092+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at ControllerMapsManager.SetRewiredMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager.SetMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) Uploading Crash Report 2025-05-03T06:35:12.7168675+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at ControllerMapsManager.SetRewiredMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager.SetMap (IControllerMap newMap) [0x00000] in <00000000000000000000000000000000>:0 at ControllerMapsManager+d__26.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) 2025-05-03T06:36:27.2571580+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:04.9174266+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:04.9630695+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:21.5636373+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:26.2456449+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:36.6541721+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:36.8103981+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:41.9063951+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:43.6427742+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:44.2825978+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:44.3202466+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:44.3920668+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:48.0845916+00:00 Warning No detachment tracker for :: M_M180\VFX Offest LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:37:48.5756808+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: Cache Click Listener LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:37:48.6474051+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: ANIM_Base_Chest_Close LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OtherInteractableListener:PassOnInteraction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T06:37:48.6484009+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: On Opened LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T06:37:49.9547682+00:00 Log Weaver Node Exalted Find 58: EchoesOnCacheOpenedChanceForAdditionalRandomExaltedItem effect triggered - (2/68 nodes were triggered this session) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.WeaverTreeNodesExtensions:LogOnceNodeEffectIsWorking(WeaverTreeNodeEffect, String) LE.Factions.WeaverTreeNodesExtensions:TryGetBonusItemsForOneShotCache(Actor, List`1&) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-05-03T06:38:05.7791557+00:00 Error [Addressables] Not Preloaded - Object with name: LootLizard Blue wasn't preloaded In Zone M_M180. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:38:42.6266996+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6292062+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6292062+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6292062+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6302114+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6302114+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6302114+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6312115+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6322111+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6332125+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6332125+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6342143+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6347199+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6347199+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6357215+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6357215+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6367216+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6367216+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6472363+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6482362+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveVegetationMask(BaseMaskArea) AwesomeTechnologies.VegetationMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6497437+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6497437+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M180' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6517447+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.6537454+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:42.7362885+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:38:43.7946163+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:38:44.1917795+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:38:44.1917795+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:49:18.2648625+00:00 Log Processing Monolith RNG, Seed: 1084230593 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:49:18.2703749+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:49:18.2703749+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:49:18.2723720+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:49:18.2723720+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:49:18.2733706+00:00 Warning Got 34 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_Champion Mod 01 Necrotic Circle v_FrozenWolf Champion 00.1 ArcingIcicles v_Orchirian The Rampant 01 AcidSpit Orchirian The Rampart Acid Split VFX v_Orchirian The Rampant 01.1 AcidSpitPools SoulCage Ground Slam VFX v_skullenRockThrow SkullenRockThrowImpactVFX v_Shrine Ability 22 Damage Reduction and Thorns Marsh Beetle Slam Indicator Cast VFX v_SkullenRoll v_FrozenDryad 01 IceAura v_FrozenWolf Champion 05 IciclesLine v_FrozenWolf Champion 04.2 Icicles WolfIceBiteVFX v_FrozenDryad 02.1 RisingBulbs FrozenDryad 02.2 BulbExplosionVFX v_Shrine Ability 23 Freezing Nova Shrine Ability 23.1 Freezing Nova VFX v_FrozenDryad 03 Charge v_FrozenDryad 03.2 IceTrail FrozenDryad 03 ChargeEnd ImpactVFX Thorn Nova vfx NemesisSoldierCold 04 SlowingSnapFreeze vfx Marsh Beetle Slam VFX AquaGrolePoolVFX v_StomPlant 01 Stomp v_RahyehSoldierRanged 06 Miniboss SummonMelee v_RahyehFactionSwarmerMelee Catapulted Spawner Dummy Projectile v_RahyehSoldier FlamePaladin 05.1 ExplosionDelayer FlamePaladin Champion 05.2 Explosion VFX Upheaval Initial Hit VFX v_Upheaval v_Upheaval Physical LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:49:18.4862740+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R9Q10, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:49:18.4862740+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:49:18.5328313+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:49:18.5358267+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 59 Unused Serialized files (Serialized files now loaded: 518) Unloading 16349 unused Assets to reduce memory usage. Loaded Objects now: 1304423. Total: 830.188400 ms (FindLiveObjects: 127.986700 ms CreateObjectMapping: 83.782900 ms MarkObjects: 602.374400 ms DeleteObjects: 16.043300 ms) 2025-05-03T06:49:22.4456882+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 314.94ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:49:23.2162413+00:00 Warning MonolithZoneManager should be at the origin of the scene. Position was (78.76, 2.60, 185.62) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) MonolithZoneManager:Awake() 2025-05-03T06:49:23.2447653+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R9Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.2597832+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R9Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.2607835+00:00 Warning Missing static network object index for scene 196. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.2637856+00:00 Log LoadingScreen.OnSceneLoaded(R9Q10, Additive R9Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.2647832+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.2647832+00:00 Log [QA-464852] Changing Active Scene to 'R9Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.2657831+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.2667836+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.2988151+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R9Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.3028198+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R9Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:49:23.4627601+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R9Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:49:23.4637633+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:49:24.4030148+00:00 Log Time to Additive load 'R9Q10' 6.13 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:49:24.4250296+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:49:24.4250296+00:00 Log [QA-464852] Changing Active Scene to 'R9Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:49:24.4365380+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R9Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:49:24.4365380+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:49:25.3257667+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() BaseSteppedQueue:ProcessEntireQueueImmediately() d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line 1827727416] Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:FinishInstantiatingOneActor(Actor) MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() BaseSteppedQueue:ProcessEntireQueueImmediately() d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line 1827728120] 2025-05-03T06:49:27.4894852+00:00 Log LoadingScreen.OnDisable(R9Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:49:27.4904907+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:49:27.4904907+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:49:27.4924920+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:50:57.7881346+00:00 Warning No detachment tracker for :: R9Q10\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:50:57.7881346+00:00 Warning No detachment tracker for :: R9Q10\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:50:58.3501562+00:00 Warning No detachment tracker for :: R9Q10\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:50:58.3501562+00:00 Warning No detachment tracker for :: R9Q10\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:50:58.7759243+00:00 Warning No detachment tracker for :: R9Q10\Swirls LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() 2025-05-03T06:50:58.7759243+00:00 Warning No detachment tracker for :: R9Q10\Hit Indicator Scalar LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachmentHelper:TryReattachObject(GameObject) DetachParticleSystemsOnDeath:OnDestroy() Failed to create agent because it is not close enough to the NavMesh Spawner:SpawnOneImmediately() ImmediateSpawnStrategy:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() [ line 1827728360] Uploading Crash Report 2025-05-03T06:52:46.6178901+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at DisableOnStart.Start () [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.ReceiveTriggerDeath (DamageTheme lethalDamageTheme) [0x00000] in <00000000000000000000000000000000>:0 at ActorSync.SendTriggerDeath (DamageTheme lethalDamageTheme) [0x00000] in <00000000000000000000000000000000>:0 at Dying.onEnter () [0x00000] in <00000000000000000000000000000000>:0 at StateController.changeState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.ManagedLifecycleBehaviour.OnUpdateTickInternal (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystemCallbackManager.InternalUpdate (System.Collections.Generic.List`1[T] batches, System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at LE.CustomUpdate.UpdateSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T06:53:01.6928892+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:53:01.6994000+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R9Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:53:01.7014028+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R9Q10' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:53:01.7034001+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:53:01.7049063+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:53:01.7550318+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:53:02.8649117+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:53:03.0275819+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:53:03.0285741+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:53:21.2153076+00:00 Log Processing Monolith RNG, Seed: 1084473544 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:53:21.2213058+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:53:21.2213058+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:53:21.2233068+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:53:21.2233068+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:53:21.2233068+00:00 Warning Got 2 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_Barbarian Archer Bow Attack v_FrostSpriggan 03 IceVortex LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:53:21.4327785+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R9Q20, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:53:21.4342826+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:53:21.4677400+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:53:21.4707234+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 65 Unused Serialized files (Serialized files now loaded: 518) Unloading 7610 unused Assets to reduce memory usage. Loaded Objects now: 1305550. Total: 796.636900 ms (FindLiveObjects: 119.857100 ms CreateObjectMapping: 80.601400 ms MarkObjects: 582.563600 ms DeleteObjects: 13.614000 ms) 2025-05-03T06:53:25.0452897+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 326.66ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:25.5223920+00:00 Warning MonolithZoneManager should be at the origin of the scene. Position was (127.42, 15.83, 197.82) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) MonolithZoneManager:Awake() 2025-05-03T06:53:25.5869555+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R9Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.6249971+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R9Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.6259981+00:00 Warning Missing static network object index for scene 197. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.6299974+00:00 Log LoadingScreen.OnSceneLoaded(R9Q20, Additive R9Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.6309974+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.6309974+00:00 Log [QA-464852] Changing Active Scene to 'R9Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.6319975+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.6319975+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.6957781+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R9Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.7027829+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R9Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:53:25.8431355+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R9Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:25.8441353+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:26.8175042+00:00 Log Time to Additive load 'R9Q20' 5.59 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:26.9095881+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:26.9105876+00:00 Log [QA-464852] Changing Active Scene to 'R9Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:26.9256066+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R9Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:26.9266054+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:27.8553857+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:53:28.6879619+00:00 Log LoadingScreen.OnDisable(R9Q20) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:53:28.6879619+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:53:28.6879619+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:53:28.6899585+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:55:42.2628211+00:00 Error Unable to find ability with ability number 3 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) ChargeManager:updateChargeInfo(Int32, Boolean) ChargeManager:OnFirstTick() LE.CustomUpdate.ManagedLifecycleBehaviour:OnFirstTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InvokeFirstUpdateCallbacks() LE.CustomUpdate.UpdateSystemCallbackManager:PreUpdate() 2025-05-03T06:55:48.2336663+00:00 Error NullReferenceException caught at chooseAbility inside UsingMultipleAbilitiesAI. === UsingMultipleAbilitiesAI Dependency Diagnostic === GameObject: Grael Miniboss(Clone) Activated: True AbilityList: Present RangeListInitialized: True RangeList: Present TargetFinder: Present Actor: Present Actor Health: Present Actor Alignment: Present Alignment isFoe array: Length=6 Actor SummonTracker: Present Actor HasCreator: False, Creator: NULL Controller: Present Controller.numberOfRoots: 0 AbilityList Count: 4 Override Ability: False, Override Index: 0 Ability[0]: IceRockEruptionStarter - zoneIncompatibility: None - creatorRangeRequirement: None - activeMinionCriteria: None - nonStackingAttachable: False - ignoreTargetsWithAttachedAbility: - AbilityInfo: Present - TargetsAllies: False - AlwaysRequiresEnemyInRange: False Ability[1]: FrozenBarbarianIceSlamStarter - zoneIncompatibility: None - creatorRangeRequirement: None - activeMinionCriteria: None - nonStackingAttachable: False - ignoreTargetsWithAttachedAbility: - AbilityInfo: Present - TargetsAllies: False - AlwaysRequiresEnemyInRange: False Ability[2]: FrozenBarbarianTaunt - zoneIncompatibility: None - creatorRangeRequirement: None - activeMinionCriteria: None - nonStackingAttachable: False - ignoreTargetsWithAttachedAbility: - AbilityInfo: Present - TargetsAllies: False - AlwaysRequiresEnemyInRange: False Ability[3]: NULL RangeList useHealthThresholds: False Scene name: R9Q20 Is Monolith Scene: True ActorManager instance: Present ActorManager.actors: Length=6 at UsingMultipleAbilitiesAI#chooseAbility:280 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) LogOnce:LogError(String, Object, String, String, Int32) UsingMultipleAbilitiesAI:chooseAbility() UsingAbilityAI:whileActive(Single) StateController:Update() Uploading Crash Report 2025-05-03T06:55:48.2336663+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at UsingMultipleAbilitiesAI.chooseAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityAI.whileActive (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at StateController.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UsingMultipleAbilitiesAI:chooseAbility() UsingAbilityAI:whileActive(Single) StateController:Update() 2025-05-03T06:55:57.2949869+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:55:57.2999869+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R9Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:55:57.3014905+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R9Q20' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:55:57.3034968+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:55:57.3054952+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:55:57.3567289+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T06:55:58.3574989+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T06:55:58.7034804+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:55:58.7034804+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:59:28.4598771+00:00 Log Processing Monolith RNG, Seed: 1084840788 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:InitSeed(EchoWebIsland) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:59:28.4648722+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithRunsManager:StartQuestEcho(TimelineID, Int32, Int32, Boolean) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:59:28.4648722+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:59:28.4668750+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:OnEchoLoadingStarted() LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:59:28.4668750+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:59:28.4678731+00:00 Warning Got 6 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_FrozenWolf 03 IceBreath v_Champion Mod 02 Quicksand v_IceRockEruptionDelayer v_FrozenBarbarianIceSlamStarter v_FrozenBarbarian Ice Slam v_FrozenBarbarianTaunt LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:59:28.6880989+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(R9Q30, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:59:28.6886082+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__Load|2() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithLoader:LoadEchoAsync(String) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartQuestAsync(PlayerActorSync, UserIdentity, TimelineID, Int32, Int32, Boolean) MonolithTimelinePanelManager:chooseQuestEcho(Int32) UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T06:59:28.7191656+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:59:28.7211663+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Unloading 44 Unused Serialized files (Serialized files now loaded: 518) Unloading 3368 unused Assets to reduce memory usage. Loaded Objects now: 1308975. Total: 854.581600 ms (FindLiveObjects: 124.968100 ms CreateObjectMapping: 118.444300 ms MarkObjects: 600.083300 ms DeleteObjects: 11.085100 ms) 2025-05-03T06:59:32.6762546+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 326.66ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:33.1960137+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R9Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.1985211+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R9Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.1995264+00:00 Warning Missing static network object index for scene 198. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.2005242+00:00 Log LoadingScreen.OnSceneLoaded(R9Q30, Additive R9Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.2005242+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.2005242+00:00 Log [QA-464852] Changing Active Scene to 'R9Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.2015231+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.2025227+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.2065254+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'R9Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.2090386+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'R9Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass26_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T06:59:33.3276941+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R9Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:33.3276941+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:34.2579158+00:00 Log Time to Additive load 'R9Q30' 5.79 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:34.2639225+00:00 Log Removing shrine buffs upon entering Quest Echo LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:34.2639225+00:00 Log [QA-464852] Changing Active Scene to 'R9Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:34.2734446+00:00 Log LoadingScreen.OnLocalPlayerInitialized(R9Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:34.2734446+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:35.2289856+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnEchoLoadingFinished(Boolean) LE.Networking.Monolith.MonolithNetworkManager:SendEnterFinish(PlayerActorSync) LE.Gameplay.Monolith.d__56:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T06:59:35.5687875+00:00 Error [Addressables] Not Preloaded - Object with name: Heorot Boss Dash Friend wasn't preloaded In Zone R9Q30. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1, Boolean) MonsterGenerator:InstantiateOneActor() MonsterGenerator:Step() BaseSteppedQueue:DoSingleStep() BaseSteppedQueue:ProcessEntireQueueImmediately() d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:59:35.6499343+00:00 Log LoadingScreen.OnDisable(R9Q30) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:59:35.6509280+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:59:35.6509280+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T06:59:35.6529280+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T07:00:07.0955676+00:00 Error Unable to find ability with ability number 2 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) ChargeManager:updateChargeInfo(Int32, Boolean) ChargeManager:OnFirstTick() LE.CustomUpdate.ManagedLifecycleBehaviour:OnFirstTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InvokeFirstUpdateCallbacks() LE.CustomUpdate.UpdateSystemCallbackManager:PreUpdate() 2025-05-03T07:00:07.0955676+00:00 Error Unable to find ability with ability number 2 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) ChargeManager:updateChargeInfo(Int32, Boolean) ChargeManager:OnFirstTick() LE.CustomUpdate.ManagedLifecycleBehaviour:OnFirstTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InvokeFirstUpdateCallbacks() LE.CustomUpdate.UpdateSystemCallbackManager:PreUpdate() 2025-05-03T07:00:14.0528636+00:00 Error NullReferenceException caught at chooseAbility inside UsingMultipleAbilitiesAI. === UsingMultipleAbilitiesAI Dependency Diagnostic === GameObject: Jehmheim Spirit for Heorot Boss fight(Clone) Activated: True AbilityList: Present RangeListInitialized: True RangeList: Present TargetFinder: Present Actor: Present Actor Health: Present Actor Alignment: Present Alignment isFoe array: Length=6 Actor SummonTracker: Present Actor HasCreator: True, Creator: Present Controller: Present Controller.numberOfRoots: 0 AbilityList Count: 3 Override Ability: False, Override Index: 0 Ability[0]: IceRockEruptionStarter - zoneIncompatibility: None - creatorRangeRequirement: None - activeMinionCriteria: None - nonStackingAttachable: False - ignoreTargetsWithAttachedAbility: - AbilityInfo: Present - TargetsAllies: False - AlwaysRequiresEnemyInRange: False Ability[1]: FrozenBarbarianTaunt coldshred - zoneIncompatibility: None - creatorRangeRequirement: None - activeMinionCriteria: None - nonStackingAttachable: False - ignoreTargetsWithAttachedAbility: - AbilityInfo: Present - TargetsAllies: False - AlwaysRequiresEnemyInRange: False Ability[2]: NULL RangeList useHealthThresholds: False Scene name: R9Q30 Is Monolith Scene: True ActorManager instance: Present ActorManager.actors: Length=6 at UsingMultipleAbilitiesAI#chooseAbility:280 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) LogOnce:LogError(String, Object, String, String, Int32) UsingMultipleAbilitiesAI:chooseAbility() UsingAbilityAI:whileActive(Single) StateController:Update() Uploading Crash Report 2025-05-03T07:00:14.0538638+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at UsingMultipleAbilitiesAI.chooseAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityAI.whileActive (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at StateController.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UsingMultipleAbilitiesAI:chooseAbility() UsingAbilityAI:whileActive(Single) StateController:Update() 2025-05-03T07:00:15.2636088+00:00 Error NullReferenceException caught at chooseAbility inside UsingMultipleAbilitiesAI. === UsingMultipleAbilitiesAI Dependency Diagnostic === GameObject: Grael Spirit for Heorot Boss fight(Clone) Activated: True AbilityList: Present RangeListInitialized: True RangeList: Present TargetFinder: Present Actor: Present Actor Health: Present Actor Alignment: Present Alignment isFoe array: Length=6 Actor SummonTracker: Present Actor HasCreator: True, Creator: Present Controller: Present Controller.numberOfRoots: 0 AbilityList Count: 3 Override Ability: False, Override Index: 0 Ability[0]: FrozenBarbarianIceSlamStarter - zoneIncompatibility: None - creatorRangeRequirement: None - activeMinionCriteria: None - nonStackingAttachable: False - ignoreTargetsWithAttachedAbility: - AbilityInfo: Present - TargetsAllies: False - AlwaysRequiresEnemyInRange: False Ability[1]: FrozenBarbarianTaunt - zoneIncompatibility: None - creatorRangeRequirement: None - activeMinionCriteria: None - nonStackingAttachable: False - ignoreTargetsWithAttachedAbility: - AbilityInfo: Present - TargetsAllies: False - AlwaysRequiresEnemyInRange: False Ability[2]: NULL RangeList useHealthThresholds: False Scene name: R9Q30 Is Monolith Scene: True ActorManager instance: Present ActorManager.actors: Length=6 at UsingMultipleAbilitiesAI#chooseAbility:280 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) LogOnce:LogError(String, Object, String, String, Int32) UsingMultipleAbilitiesAI:chooseAbility() UsingAbilityAI:whileActive(Single) StateController:Update() Uploading Crash Report 2025-05-03T07:00:15.2636088+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at UsingMultipleAbilitiesAI.chooseAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityAI.whileActive (System.Single deltaTime) [0x00000] in <00000000000000000000000000000000>:0 at StateController.Update () [0x00000] in <00000000000000000000000000000000>:0 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) UsingMultipleAbilitiesAI:chooseAbility() UsingAbilityAI:whileActive(Single) StateController:Update() 2025-05-03T07:01:08.0167063+00:00 Log Timeline boss is dead, spwning harbinger. It's harbing time! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithZoneManager:TimelineBossDied(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T07:02:12.0876494+00:00 Log Unlocking scene: M_Knight LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithZoneManager:TimelineBossDied(Dying) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-05-03T07:03:18.1452707+00:00 Log [QA-464852] Changing Active Scene to 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T07:03:18.1482698+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'R9Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T07:03:18.1492698+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'R9Q30' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T07:03:18.2773898+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T07:03:18.2793915+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T07:03:18.4067427+00:00 Log LoadingScreen.OnLocalPlayerInitialized() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) LE.Gameplay.Monolith.EchoPortalInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) EpochInputManager:HandleMouseMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() 2025-05-03T07:03:19.4064113+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2025-05-03T07:03:19.7489203+00:00 Log LoadingScreen.OnDisable() LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T07:03:19.7499216+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T07:04:00.0952013+00:00 Warning Got 33 lazily-init'd (not-preloaded) pools during scene MonolithHub! Antlers Lazer Cast VFX v_Heorot Boss Antlers Lazer Reverse Walk Heorot Boss Antlers Lazer VFX v_Heorot Boss Antlers Lazer Heorot Boss Antlers Lazer Expiration VFX v_Heorot Boss Ice Spike Delayer v_Heorot Boss Frozen Orb v_Heorot Boss Frozen Orb Shrapnel v_Heorot Boss Whirlwind Donut IceOrbImpactVFX Ice Circles Indicator v_Heorot Boss Antlers Charge v_Heorot Boss Invincibility Buff v_FrozenBarbarianTaunt coldshred Stun Break VFX v_Heorot Boss Invincibility Buff 1 v_Heorot Boss Ice Spear v_BruteHarbinger Heorot 00 Whirlwind FrostbiteAilmentVFX BruteHarbinger Heorot 01 AntlersLazer VFX BruteHarbinger 08 HammerSlam VFX v_BruteHarbinger 08 HammerSlam Shockwave v_BruteHarbinger 05.2 Echoes v_BruteHarbinger 05.05 Shockwave v_BruteHarbinger 04.1 VoidBeam BruteHarbinger 04 TimeSlam VFX BruteHarbinger 09 Indicator VFX BruteHarbinger 09 CircularAttack VFX BruteHarbinger 04 TimeSlam Explosion VFX BruteHarbinger 07 Time Rift Charge Cast VFX v_BruteHarbinger 07 TimeRiftCharge v_BruteHarbinger 06 ChargeSlam BruteHarbinger 06.1 Stab VFX LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) AutoPoolManager:OnPreSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T07:04:00.3464517+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(MonolithHub, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T07:04:00.3464517+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T07:04:00.3474519+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-05-03T07:04:00.3504525+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__5:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__9:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 52 Unused Serialized files (Serialized files now loaded: 475) Unloading 11361 unused Assets to reduce memory usage. Loaded Objects now: 1298679. Total: 811.253600 ms (FindLiveObjects: 124.092200 ms CreateObjectMapping: 83.496600 ms MarkObjects: 589.175600 ms DeleteObjects: 14.488600 ms) 2025-05-03T07:04:01.6155871+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 310.06ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 59 Unused Serialized files (Serialized files now loaded: 475) 2025-05-03T07:04:02.5312594+00:00 Error additionalSourcesOfCannotDie cannot be negative, counter mismatch! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) BaseHealth:RemoveSourceOfCannotDie() StartCinematicInteraction:EndCinematic() StartCinematicInteraction:EndCinematicImmediate(Boolean) StartCinematicInteraction:OnDestroy() UnloadTime: 59.650900 ms 2025-05-03T07:04:03.0904662+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T07:04:03.0904662+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) 2025-05-03T07:04:03.3870079+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(M_Rest, Additive) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:03.3870079+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:03.3870079+00:00 Warning Missing static network object index for scene 158. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:03.3910067+00:00 Log LoadingScreen.OnSceneLoaded(MonolithHub, Single MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:03.4080476+00:00 Log LoadingScreen.OnLocalPlayerInitialized(MonolithHub) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:03.4090480+00:00 Warning LoadingScreen.OnLocalPlayerInitialized still loading scenes LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:03.5022086+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:03.5948599+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:03.6859424+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:03.7760269+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:03.8666097+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:03.9566996+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:04.0476244+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:04.1377670+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:04.2288958+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:04.3191060+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 1D48419D8AC74349 : already unlocked LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:04.3201062+00:00 Log Time to Single load 'MonolithHub' 4.23 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:04.3607772+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Monolith.d__6:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 1007 unused Assets to reduce memory usage. Loaded Objects now: 1292729. Total: 872.334400 ms (FindLiveObjects: 126.502500 ms CreateObjectMapping: 107.492600 ms MarkObjects: 627.949300 ms DeleteObjects: 10.389100 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 475) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1293544. Total: 807.087500 ms (FindLiveObjects: 124.843100 ms CreateObjectMapping: 83.765700 ms MarkObjects: 590.202900 ms DeleteObjects: 8.275100 ms) 2025-05-03T07:04:06.4420040+00:00 Warning MeasureTimeScope:LoadSceneAsync:GC.Collect took over 100 ms : 313.96ms LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:06.7311822+00:00 Log There is currently more than one instance of ZoneChapterManager LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2025-05-03T07:04:06.7321822+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:06.7331837+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:06.7336899+00:00 Warning Missing static network object index for scene 58. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:06.7336899+00:00 Log LoadingScreen.OnSceneLoaded(M_Rest, Additive M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:06.7336899+00:00 Log LoadingScreen.OnSceneLoaded(False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2025-05-03T07:04:06.7431957+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:06.7442026+00:00 Warning Ignoring duplicate call to disable loading screen LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:07.6530086+00:00 Log Time to Additive load 'M_Rest' 4.46 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__41:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-05-03T07:04:07.7116769+00:00 Log LoadingScreen.OnDisable(M_Rest) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T07:04:07.7141867+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__31:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-05-03T07:04:16.1182532+00:00 Log Check Minimum Corruption: 0 Maximum Corruption: 50

Corruption increases monster Health and damage
Corruption increases item rarity and experience gained Corruption also increases area level LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) MonolithPanelManager:openDifficultySelection(TimelineID) MonolithRunsManager:requestRunInfo(TimelineID, Boolean, Int32) MonolithPanelManager:onOpened() MonolithPanelManager:open(TimelineID, Boolean, Int32, Boolean, Int32) OpenMonolithPanelInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:trigger(GameObject) EventListener:triggerDialogueListeners(String, GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) WalkToInteractable:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update()