Preloaded 'cimgui.so' Preloaded 'libProcessStart.so' Preloaded 'lib_burst_generated.so' Preloaded 'libfmodstudio.so' Preloaded 'libfmodstudioL.so' Preloaded 'libresonanceaudio.so' Preloaded 'libsteam_api.so' Preloaded 'cimgui-freetype.so' Display 0 'LG ULTRAWIDE 34"': 3440x1440 (primary device). Desktop is 3440 x 1440 @ 60 Hz Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec) [Subsystems] Discovering subsystems at path /home/mario/Games/Steam_Games/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Renderer: NVIDIA GeForce RTX 2080 Ti/PCIe/SSE2 Vendor: NVIDIA Corporation Version: 4.5.0 NVIDIA 465.31 GLES: 0 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp 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GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod G L_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_NV_memory_object_sparse GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_NV_timeline_semaphore GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced _coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_g pu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shadin g_rate_image GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL _SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level ; Context handle 23998776 OnLevelWasLoaded was found on PlayerFootstepSoundEmitter This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed (Filename: Line: 369) OnLevelWasLoaded was found on FootstepSoundEmitter This message has been deprecated and will be removed in a later version of Unity. Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed (Filename: Line: 369) [Instantiation] Loaded Serializers: PlayOneShotSound - Generated.PlayOneShotSoundSerializerGenerated SelfDestroyer - Generated.SelfDestroyerSerializerGenerated DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated RotatesToAngle - Generated.RotatesToAngleSerializerGenerated DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated StartsAtTarget - Generated.StartsAtTargetSerializerGenerated RFX1_LightCurves - Generated.RFX1_LightCurvesSerializerGenerated StartForwardsFromCreator - Generated.StartForwardsFromCreatorSerializerGenerated VelocityForDuration - Generated.VelocityForDurationSerializerGenerated RFX4_Turbulence - Generated.RFX4_TurbulenceSerializerGenerated ConstantRotation - Generated.ConstantRotationSerializerGenerated SceneObjectIndicator - Generated.SceneObjectIndicatorSerializerGenerated SubObjectsStretchToLocationCreatedFrom - Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated ActivateChildAfterRandomDuration - Generated.ActivateChildAfterRandomDurationSerializerGenerated TextureTilingOnScale - Generated.TextureTilingOnScaleSerializerGenerated RFX4_ShaderFloatCurve - Generated.RFX4_ShaderFloatCurveSerializerGenerated ActivateObjectsAfterDuration - Generated.ActivateObjectsAfterDurationSerializerGenerated RepeatedlyLookAtTransform - Generated.RepeatedlyLookAtTransformSerializerGenerated FT_LineHitPoint - Generated.FT_LineHitPointSerializerGenerated FT_LineRender - Generated.FT_LineRenderSerializerGenerated StartsTowardsTarget - Generated.StartsTowardsTargetSerializerGenerated MagicalFX.FX_Rotation - Generated.FX_RotationSerializerGenerated CreateOnDeath - Generated.CreateOnDeathSerializerGenerated StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer LE.Caching.Serialization:GetSerializers() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Default vsync count 0 requesting resize 3440 x 1440 Using native desktop resolution 3440 x 1440 requesting fullscreen 3440 x 1440 at 0 Hz Desktop is 3440 x 1440 @ 60 Hz The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'AccelByteManager') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) A scripted object (probably MeshDecimator.Unity.DecimatedObject?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script (RuntimeDevMode) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script on this Behaviour (Game Object 'GUI') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found UnloadTime: 2.291137 ms The referenced script (NetworkedDebug) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'NetworkedDebugManager') is missing! (Filename: Line: 334) game version: 0.8.2f GameVersionManager:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Curl error 7: Failed to connect to config.uca.cloud.unity3d.com port 443: Connection refused (Filename: Line: 813) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. (Filename: Line: 606) Curl error 7: Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused (Filename: Line: 813) reactivating main camera CharacterPreviewManager:DeactivatePreview() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. (Filename: Line: 606) IMGUI OnEnable ImGuiNET.Unity.DearImGui:OnEnable() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'fireSpray') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'fireSpray') is missing! (Filename: Line: 334) The referenced script (WFX_LightCurves) on this Behaviour is missing! (Filename: Line: 199) The referenced script (WFX_LightCurves) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'Point light') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'Point light') is missing! (Filename: Line: 334) Unloading 7 Unused Serialized files (Serialized files now loaded: 8) UnloadTime: 4.411973 ms Setting breakpad minidump AppID = 899770 Steam_SetMinidumpSteamID: Caching Steam ID: 76561198000113833 [API loaded no] Unloading 599 unused Assets to reduce memory usage. Loaded Objects now: 620568. Total: 800.651115 ms (FindLiveObjects: 20.913552 ms CreateObjectMapping: 61.494485 ms MarkObjects: 717.088349 ms DeleteObjects: 1.154184 ms) The referenced script (ShaderPainterObjectID) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'Rock') is missing! (Filename: Line: 334) A scripted object (probably ShaderPainterObjectID?) has a different serialization layout when loading. (Read 32 bytes but expected 68 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script on this Behaviour (Game Object 'CharacterSelectCamera') is missing! (Filename: Line: 334) ERROR: ld.so: object '/home/mario/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored. Curl error 7: Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused (Filename: Line: 813) Input Mode : Mouse & Keyboard EpochInputManager:set_IsControllerActive(Boolean) d__58:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Deactivating main camera after delay CharacterPreviewManager:ActivatePreview() CharacterPreviewManager:SetPrefab(Int32, CharacterData) CharacterTile:SelectTile() CharacterSelect:FilterCharacterTiles(Int32) CharacterSelect:PopulateCharacterTiles() CharacterSelect:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at CraftingMaterialsPanelUI.RefreshAffixList () [0x00000] in <00000000000000000000000000000000>:0 at CraftingMaterialsPanelUI.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Curl error 7: Failed to connect to perf-events.cloud.unity3d.com port 443: Connection refused (Filename: Line: 813) 'filter' is null! Did you add the 'DomainManager' to the current scene? (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Deactivating main camera d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Game Log in Success! AuthenticateLogin:OnLoginAccelByte(Result) AccelByte.Core.ResultCallback:Invoke(Result) AccelByte.Api.d__14:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) executeLoginEvent UserLoginInformation:ExecuteLoginEvent(String, String, String, String, String) AuthenticateLogin:b__85_0(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Api.d__33:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Curl error 7: Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused (Filename: Line: 813) Login Status Error: HTTP/1.1 405 Method Not Allowed d__82:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'CapitalizationManager' to the current scene? (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'PunctuationManager' to the current scene? (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) full path | /home/mario/.config/unity3d/Eleventh Hour Games/Last Epoch/Saves/Epoch_Local_Global_Data_Beta GlobalSavingManager:deserialiseGlobalData(String, Boolean&) GlobalDataTracker:LoadGlobalData() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) data loaded GlobalDataTracker:LoadGlobalData() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) M1A-Crafting Slot Manager Init CraftingSlotManager:Initialize() ItemContainersManager:OnCharLoaded() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: EoT LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.5074272 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() CharacterDataTracker:SetupCharacterFromData(CharacterData1) CharacterDataTracker:LoadAndSetupCharacterFromSave(String) LocalCharacterSlots:InitializeSPCharacter(String, Int32) LocalCharacterSlots:LoadCharacterBySlotIndex(Int32) LocalCharacterSlots:LoadCharacterByName(String) CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 10) reactivating main camera CharacterPreviewManager:DeactivatePreview() CharacterSelect:LoadCharacterClick() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Joining the default global chat channel AccelByte.Core.ResultCallback`1:Invoke(Result`1) AccelByte.Core.ResultCallback`1:Invoke(Result`1) System.Action:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 417 unused Assets to reduce memory usage. Loaded Objects now: 673976. Total: 1004.834439 ms (FindLiveObjects: 32.633407 ms CreateObjectMapping: 63.020245 ms MarkObjects: 908.040658 ms DeleteObjects: 1.139775 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene EoT d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load EoT 1.82 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 27 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 12.853718 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Unloading 419 unused Assets to reduce memory usage. Loaded Objects now: 686823. Total: 956.659373 ms (FindLiveObjects: 24.253100 ms CreateObjectMapping: 63.071826 ms MarkObjects: 866.171157 ms DeleteObjects: 3.162824 ms) PreLoading Scene: C40 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found Finished Load Scene References, Time Taken: 1.616154 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.UnityAction:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 11) Curl error 7: Failed to connect to cdp.cloud.unity3d.com port 443: Connection refused (Filename: Line: 813) Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 703332. Total: 1016.521711 ms (FindLiveObjects: 56.157846 ms CreateObjectMapping: 67.966966 ms MarkObjects: 891.539555 ms DeleteObjects: 0.856825 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene C40 d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load C40 2.68 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) Unloading 34 Unused Serialized files (Serialized files now loaded: 11) UnloadTime: 21.277947 ms Unloading 848 unused Assets to reduce memory usage. Loaded Objects now: 782299. Total: 1001.426765 ms (FindLiveObjects: 30.941909 ms CreateObjectMapping: 68.075968 ms MarkObjects: 897.717297 ms DeleteObjects: 4.691166 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 11) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 782299. Total: 1160.627439 ms (FindLiveObjects: 31.167648 ms CreateObjectMapping: 67.433060 ms MarkObjects: 1061.088593 ms DeleteObjects: 0.937696 ms) Shrine spawn rate multiplier from zone size | 1.486215 ShrinePlacementManager:Start() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: C40TR LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) Finished Load Scene References, Time Taken: 0.6232529 LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() InteractAction:Invoke(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) d__17:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 11) Unloading 315 unused Assets to reduce memory usage. Loaded Objects now: 929032. Total: 1070.647422 ms (FindLiveObjects: 49.025871 ms CreateObjectMapping: 76.783561 ms MarkObjects: 942.794481 ms DeleteObjects: 2.042938 ms) Unload assets/previous scene complete d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene C40TR d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load C40TR 1.73 s d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'SceneLoader') is missing! (Filename: Line: 334) Unloading 33 Unused Serialized files (Serialized files now loaded: 11) UnloadTime: 132.066744 ms SecondDoor has a protection class, but no Actor component, so an actor component is being initialised ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has an Actor component with no actor data. Using default actor data as a failsafe. Actor:Awake() UnityEngine.GameObject:AddComponent() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has no AbilityObjectConstructor Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has no AilmentReceiver Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has a protection class, but no Actor component, so an actor component is being initialised ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has an Actor component with no actor data. Using default actor data as a failsafe. Actor:Awake() UnityEngine.GameObject:AddComponent() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has no AbilityObjectConstructor Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has no AilmentReceiver Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has a protection class, but no Actor component, so an actor component is being initialised ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has an Actor component with no actor data. Using default actor data as a failsafe. Actor:Awake() UnityEngine.GameObject:AddComponent() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has no AbilityObjectConstructor Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has no AilmentReceiver Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has a protection class, but no Actor component, so an actor component is being initialised ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has an Actor component with no actor data. Using default actor data as a failsafe. Actor:Awake() UnityEngine.GameObject:AddComponent() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has no AbilityObjectConstructor Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has no AilmentReceiver Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has a protection class, but no Actor component, so an actor component is being initialised ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has an Actor component with no actor data. Using default actor data as a failsafe. Actor:Awake() UnityEngine.GameObject:AddComponent() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has no AbilityObjectConstructor Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) FirstDoor has no AilmentReceiver Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has a protection class, but no Actor component, so an actor component is being initialised ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has an Actor component with no actor data. Using default actor data as a failsafe. Actor:Awake() UnityEngine.GameObject:AddComponent() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has no AbilityObjectConstructor Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) SecondDoor has no AilmentReceiver Actor:GetReferences() ProtectionClass:Awake() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) This CTS component has no profile - it will use Unity shading until a CTS profile is assigned. CTS.CompleteTerrainShader:ApplyMaterial() CTS.CompleteTerrainShader:ApplyMaterialAndUpdateShader() CTS.CompleteTerrainShader:OnEnable() (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Exception in UMAAssetIndexer.AddAssetItem: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x00000] in <00000000000000000000000000000000>:0 at UMA.AssetItem.get__Type () [0x00000] in <00000000000000000000000000000000>:0 at UMA.UMAAssetIndexer.AddAssetItem (UMA.AssetItem ai, System.Boolean SkipBundleCheck) [0x00000] in <00000000000000000000000000000000>:0 at UMA.UMAAssetIndexer.UpdateSerializedDictionaryItems () [0x00000] in <00000000000000000000000000000000>:0 at UMA.UMAAssetIndexer.UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize () [0x00000] in <00000000000000000000000000000000>:0 at UMA.UMAAssetIndexer.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 at UMA.CharacterSystem.DynamicAssetLoader.AddAssets[T] (System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.List`1[System.String]]& assetBundlesUsedDict, System.Boolean searchResources, System.Boolean searchBundles, System.Boolean downloadAssetsEnabled, System.String bundlesToSearch, System.String resourcesFolderPath, System.Nullable`1[T] assetNameHash, System.String assetName, System.Action`1[T] callback, System.Boolean forceDownloadAll) [0x00000] in <00000000000000000000000000000000>:0 at UMA.CharacterSystem.DynamicRaceLibrary.UpdateDynamicRaceLibrary (System.Boolean downloadAssets, System.Nullable`1[T] raceHash) [0x00000] in <00000000000000000000000000000000>:0 at UMA.CharacterSystem.DynamicRaceLibrary.GetAllRaces () [0x00000] in <00000000000000000000000000000000>:0 at UMA.CharacterSystem.DynamicCharacterSystem.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Exception in UMAAssetIndexer.AddAssetItem: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x00000] in <00000000000000000000000000000000>:0 at UMA.AssetItem.get__Type () [0x00000] in <00000000000000000000000000000000>:0 at UMA.UMAAssetIndexer.AddAssetItem (UMA.AssetItem ai, System.Boolean SkipBundleCheck) [0x00000] in <00000000000000000000000000000000>:0 at UMA.UMAAssetIndexer.UpdateSerializedDictionaryItems () [0x00000] in <00000000000000000000000000000000>:0 at UMA.UMAAssetIndexer.UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize () [0x00000] in <00000000000000000000000000000000>:0 at UMA.UMAAssetIndexer.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 at UMA.CharacterSystem.DynamicAssetLoader.AddAssets[T] (System.Collections.Generic.Dictionary`2[System.String,System.Collections.Generic.List`1[System.String]]& assetBundlesUsedDict, System.Boolean searchResources, System.Boolean searchBundles, System.Boolean downloadAssetsEnabled, System.String bundlesToSearch, System.String resourcesFolderPath, System.Nullable`1[T] assetNameHash, System.String assetName, System.Action`1[T] callback, System.Boolean forceDownloadAll) [0x00000] in <00000000000000000000000000000000>:0 at UMA.CharacterSystem.DynamicRaceLibrary.UpdateDynamicRaceLibrary (System.Boolean downloadAssets, System.Nullable`1[T] raceHash) [0x00000] in <00000000000000000000000000000000>:0 at UMA.CharacterSystem.DynamicRaceLibrary.GetAllRaces () [0x00000] in <00000000000000000000000000000000>:0 at UMA.CharacterSystem.DynamicCharacterSystem.Init () [0x00000] in <00000000000000000000000000000000>:0 (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39)