Input System module state changed to: Initialized. [Physics::Module] Initialized fallback backend. [Physics::Module] Id: 0xdecafbad Initialize engine version: 6000.0.42f1 (feb9a7235030) [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems kGfxThreadingModeSplitJobs is not supported on Direct3D 11. Reverting to kGfxThreadingModeClientWorkerJobs instead. GfxDevice: creating device client; kGfxThreadingModeClientWorkerJobs Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon RX 6700S (ID=0x73ef) Vendor: ATI VRAM: 8144 MB Driver: 32.0.21043.5001 [Physics::Module] Selected backend. [Physics::Module] Name: PhysX [Physics::Module] Id: 0xf2b8ea05 [Physics::Module] SDK Version: 4.1.2 [Physics::Module] Integration Version: 1.0.0 [Physics::Module] Threading Mode: Multi-Threaded D3D11 device created for Microsoft Media Foundation video decoding. Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled). UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Sirenix.Serialization.BinaryDataReader:ReadStringValue() 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.ResourcesAPIInternal:Load(String, Type) UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() MonolithRNGManager.filteredActors has exceeded the expected max size of 256 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) DList`1:Add(T) LE.Gameplay.Monolith.MonolithRNGManager:PreFilterMonolithPools() The referenced script on this Behaviour (Game Object 'ForgeStrikeVFX') is missing! UnityEngine.ResourcesAPIInternal:Load(String, Type) UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:OnSubsystemRegistration() [ line 1933173224] Initializing input. Input initialized. Initialized touch support. UnloadTime: 4.159200 ms 2026-03-30T20:21:27.7542721+00:00 Log Odin Serializer detected whitelisted runtime platform WindowsPlayer and memory read test succeeded; enabling all unaligned memory read/writes. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:21:27.7879098+00:00 Log Local build hash: f9a92d7131f95bbd89373c196c5cac2f73599e20 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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 on this Behaviour (Game Object 'GlyphOrText') is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (Unknown) on this Behaviour is missing! The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'PlayFabHttp') is missing! The referenced script on this Behaviour (Game Object 'PlayFabHttp') is missing! The referenced script on this Behaviour (Game Object 'PlayFabHttp') is missing! The referenced script on this Behaviour (Game Object 'PlayFabHttp') 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! The referenced script on this Behaviour (Game Object 'Checkbox') is missing! 2026-03-30T20:21:34.4640761+00:00 Warning Rewired: [WARNING] Rewired Windows Gaming Input support is not available on this system. Either Rewired_WindowsGamingInput.dll is missing or this version of Windows does not meet the minimum version requirements for Windows Gaming Input support. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogWarning(String, Object) Rewired.Logger:LogWarning(Object, Boolean) mZoUefHoHQZMVPydZmJcbUbNJKUP:.ctor(ConfigVars, Boolean, Boolean, Boolean) teyNHYFqhXTPcVcPPjgZwrLLedhK:.ctor(ConfigVars, Func`2, Func`1, Func`2) wDUrumWuOqINTrddWncdMKuNHzcq:harKIObXeuymYhpRCYKfYESrBpZy(ConfigVars, Boolean, PlatformInputManager&) wDUrumWuOqINTrddWncdMKuNHzcq:.ctor(ConfigVars, Func`2, Func`1) Rewired.InputManagers.Initializer:Initialize(IConfigVars_Internal) oHJeRBTQaTBdrfBrOnpadPHlLcKE:tZEtGzzsdHdbDhRifpUlwlVryNJG(String, List`1, ConfigVars) Rewired.ReInput:AroNjGKbBsWJpndNHeRFYEesRbok(Func`2, StIgCRgsklQdBuXGCpKvcsOPHcHhb, Action`1) Rewired.ReInput:DWxsqOSIxChqCEhqSvvHsJewazPfb(InputManager_Base, Func`2, ConfigVars, ControllerDataFiles, UserData, Func`1, Action`1, Action`1) Rewired.InputManager_Base:JYiiyedkpqykuYJqTZOXTkaKARgJ() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:34.4652855+00:00 Warning Rewired: [WARNING] Unable to initialize Windows Gaming Input! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogWarning(String, Object) Rewired.Logger:LogWarning(Object, Boolean) wDUrumWuOqINTrddWncdMKuNHzcq:harKIObXeuymYhpRCYKfYESrBpZy(ConfigVars, Boolean, PlatformInputManager&) wDUrumWuOqINTrddWncdMKuNHzcq:.ctor(ConfigVars, Func`2, Func`1) Rewired.InputManagers.Initializer:Initialize(IConfigVars_Internal) oHJeRBTQaTBdrfBrOnpadPHlLcKE:tZEtGzzsdHdbDhRifpUlwlVryNJG(String, List`1, ConfigVars) Rewired.ReInput:AroNjGKbBsWJpndNHeRFYEesRbok(Func`2, StIgCRgsklQdBuXGCpKvcsOPHcHhb, Action`1) Rewired.ReInput:DWxsqOSIxChqCEhqSvvHsJewazPfb(InputManager_Base, Func`2, ConfigVars, ControllerDataFiles, UserData, Func`1, Action`1, Action`1) Rewired.InputManager_Base:JYiiyedkpqykuYJqTZOXTkaKARgJ() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:34.4662851+00:00 Log Rewired: Attempting to fallback to XInput... UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(String, Object) Rewired.Logger:Log(Object, Boolean) wDUrumWuOqINTrddWncdMKuNHzcq:.ctor(ConfigVars, Func`2, Func`1) Rewired.InputManagers.Initializer:Initialize(IConfigVars_Internal) oHJeRBTQaTBdrfBrOnpadPHlLcKE:tZEtGzzsdHdbDhRifpUlwlVryNJG(String, List`1, ConfigVars) Rewired.ReInput:AroNjGKbBsWJpndNHeRFYEesRbok(Func`2, StIgCRgsklQdBuXGCpKvcsOPHcHhb, Action`1) Rewired.ReInput:DWxsqOSIxChqCEhqSvvHsJewazPfb(InputManager_Base, Func`2, ConfigVars, ControllerDataFiles, UserData, Func`1, Action`1, Action`1) Rewired.InputManager_Base:JYiiyedkpqykuYJqTZOXTkaKARgJ() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:34.4752722+00:00 Log Rewired: XInput initialized. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(String, Object) Rewired.Logger:Log(Object, Boolean) wDUrumWuOqINTrddWncdMKuNHzcq:.ctor(ConfigVars, Func`2, Func`1) Rewired.InputManagers.Initializer:Initialize(IConfigVars_Internal) oHJeRBTQaTBdrfBrOnpadPHlLcKE:tZEtGzzsdHdbDhRifpUlwlVryNJG(String, List`1, ConfigVars) Rewired.ReInput:AroNjGKbBsWJpndNHeRFYEesRbok(Func`2, StIgCRgsklQdBuXGCpKvcsOPHcHhb, Action`1) Rewired.ReInput:DWxsqOSIxChqCEhqSvvHsJewazPfb(InputManager_Base, Func`2, ConfigVars, ControllerDataFiles, UserData, Func`1, Action`1, Action`1) Rewired.InputManager_Base:JYiiyedkpqykuYJqTZOXTkaKARgJ() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:34.7366994+00:00 Log game version: 1.4.1.1. internal version: 1.4.1.2 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:34.7390068+00:00 Log Local sha: f9a92d7131f95bbd89373c196c5cac2f73599e20 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.ResourcesAPIInternal:LoadAll(String, Type) UnityEngine.Resources:LoadAll(String) FMODUnity.Settings:PopulatePlatformsFromAsset() FMODUnity.Settings:OnEnable() UnityEngine.ResourcesAPIInternal:Load(String, Type) FMODUnity.Settings:Initialize() FMODUnity.Settings:get_Instance() FMODUnity.RuntimeManager:Initialize() FMODUnity.RuntimeManager:get_Instance() FMODUnity.RuntimeManager:get_StudioSystem() LE.Settings.SoundSettings:ApplyVolumesToFMOD() LE.Settings.SettingsManager:.ctor() LE.Settings.SettingsManager:get_Instance() LE.Settings.SettingsManager:get_Gameplay() KeybasedInteractablePromptOverlay:Initialize(IInteractableTargeting) EpochInputManager:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933164584] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.ResourcesAPIInternal:LoadAll(String, Type) UnityEngine.Resources:LoadAll(String) FMODUnity.Settings:PopulatePlatformsFromAsset() FMODUnity.Settings:OnEnable() UnityEngine.ResourcesAPIInternal:Load(String, Type) FMODUnity.Settings:Initialize() FMODUnity.Settings:get_Instance() FMODUnity.RuntimeManager:Initialize() FMODUnity.RuntimeManager:get_Instance() FMODUnity.RuntimeManager:get_StudioSystem() LE.Settings.SoundSettings:ApplyVolumesToFMOD() LE.Settings.SettingsManager:.ctor() LE.Settings.SettingsManager:get_Instance() LE.Settings.SettingsManager:get_Gameplay() KeybasedInteractablePromptOverlay:Initialize(IInteractableTargeting) EpochInputManager:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933164584] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.ResourcesAPIInternal:LoadAll(String, Type) UnityEngine.Resources:LoadAll(String) FMODUnity.Settings:PopulatePlatformsFromAsset() FMODUnity.Settings:OnEnable() UnityEngine.ResourcesAPIInternal:Load(String, Type) FMODUnity.Settings:Initialize() FMODUnity.Settings:get_Instance() FMODUnity.RuntimeManager:Initialize() FMODUnity.RuntimeManager:get_Instance() FMODUnity.RuntimeManager:get_StudioSystem() LE.Settings.SoundSettings:ApplyVolumesToFMOD() LE.Settings.SettingsManager:.ctor() LE.Settings.SettingsManager:get_Instance() LE.Settings.SettingsManager:get_Gameplay() KeybasedInteractablePromptOverlay:Initialize(IInteractableTargeting) EpochInputManager:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933164584] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.ResourcesAPIInternal:LoadAll(String, Type) UnityEngine.Resources:LoadAll(String) FMODUnity.Settings:PopulatePlatformsFromAsset() FMODUnity.Settings:OnEnable() UnityEngine.ResourcesAPIInternal:Load(String, Type) FMODUnity.Settings:Initialize() FMODUnity.Settings:get_Instance() FMODUnity.RuntimeManager:Initialize() FMODUnity.RuntimeManager:get_Instance() FMODUnity.RuntimeManager:get_StudioSystem() LE.Settings.SoundSettings:ApplyVolumesToFMOD() LE.Settings.SettingsManager:.ctor() LE.Settings.SettingsManager:get_Instance() LE.Settings.SettingsManager:get_Gameplay() KeybasedInteractablePromptOverlay:Initialize(IInteractableTargeting) EpochInputManager:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933164584] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.ResourcesAPIInternal:LoadAll(String, Type) UnityEngine.Resources:LoadAll(String) FMODUnity.Settings:PopulatePlatformsFromAsset() FMODUnity.Settings:OnEnable() UnityEngine.ResourcesAPIInternal:Load(String, Type) FMODUnity.Settings:Initialize() FMODUnity.Settings:get_Instance() FMODUnity.RuntimeManager:Initialize() FMODUnity.RuntimeManager:get_Instance() FMODUnity.RuntimeManager:get_StudioSystem() LE.Settings.SoundSettings:ApplyVolumesToFMOD() LE.Settings.SettingsManager:.ctor() LE.Settings.SettingsManager:get_Instance() LE.Settings.SettingsManager:get_Gameplay() KeybasedInteractablePromptOverlay:Initialize(IInteractableTargeting) EpochInputManager:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933164584] The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.ResourcesAPIInternal:LoadAll(String, Type) UnityEngine.Resources:LoadAll(String) FMODUnity.Settings:PopulatePlatformsFromAsset() FMODUnity.Settings:OnEnable() UnityEngine.ResourcesAPIInternal:Load(String, Type) FMODUnity.Settings:Initialize() FMODUnity.Settings:get_Instance() FMODUnity.RuntimeManager:Initialize() FMODUnity.RuntimeManager:get_Instance() FMODUnity.RuntimeManager:get_StudioSystem() LE.Settings.SoundSettings:ApplyVolumesToFMOD() LE.Settings.SettingsManager:.ctor() LE.Settings.SettingsManager:get_Instance() LE.Settings.SettingsManager:get_Gameplay() KeybasedInteractablePromptOverlay:Initialize(IInteractableTargeting) EpochInputManager:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933164584] 2026-03-30T20:21:38.9223799+00:00 Log DeathScreen opened: -infoProvider: UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:38.9349521+00:00 Warning ItemTooltipOrganizer.instance is null at OnEnable for ControllerMenu. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) UIPanel:GetInstance(Boolean) UIBase:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:39.7137686+00:00 Log IMGUI OnEnable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh name "paper_Low" UnityEngine.ResourcesAPIInternal:Load(String, Type) UnityEngine.Resources:Load(String) ShrineList:get() LE.Services.ServiceProviderInitializer:Init(String, Action) LE.Services.ServiceProviderInitializer:InitSingletons() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933167384] Cannot initialize Cloth: Unable to extract collision mesh. UnityEngine.ResourcesAPIInternal:Load(String, Type) UnityEngine.Resources:Load(String) ShrineList:get() LE.Services.ServiceProviderInitializer:Init(String, Action) LE.Services.ServiceProviderInitializer:InitSingletons() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933167912] Serialization depth limit 10 exceeded at 'WeightedCorruptionOutcome.corruptionOutcome'. There may be an object composition cycle in one or more of your serialized classes. Consider rearranging data or use `[SerializeReference]`. Serialization hierarchy: 11: WeightedCorruptionOutcome.corruptionOutcome 10: WeightedCorruptionOutcome.extraCorruptionOutcomes 9: WeightedCorruptionOutcome.extraCorruptionOutcomes 8: WeightedCorruptionOutcome.extraCorruptionOutcomes 7: WeightedCorruptionOutcome.extraCorruptionOutcomes 6: WeightedCorruptionOutcome.extraCorruptionOutcomes 5: WeightedCorruptionOutcome.extraCorruptionOutcomes 4: WeightedCorruptionOutcome.extraCorruptionOutcomes 3: WeightedCorruptionOutcome.extraCorruptionOutcomes 2: WeightedCorruptionOutcome.extraCorruptionOutcomes 1: CorruptionCategoryConfig.positiveOutcomes 0: CorruptionOutcomeConfig.corruptionCategoryConfig UnityEngine.ResourcesAPIInternal:Load(String, Type) UnityEngine.Resources:Load(String) ItemList:get() LE.Services.ServiceProviderInitializer:Init(String, Action) LE.Services.ServiceProviderInitializer:InitSingletons() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933151176] Serialization depth limit 10 exceeded at 'WeightedCorruptionOutcome.corruptionOutcome'. There may be an object composition cycle in one or more of your serialized classes. Consider rearranging data or use `[SerializeReference]`. Serialization hierarchy: 11: WeightedCorruptionOutcome.corruptionOutcome 10: WeightedCorruptionOutcome.extraCorruptionOutcomes 9: WeightedCorruptionOutcome.extraCorruptionOutcomes 8: WeightedCorruptionOutcome.extraCorruptionOutcomes 7: WeightedCorruptionOutcome.extraCorruptionOutcomes 6: WeightedCorruptionOutcome.extraCorruptionOutcomes 5: WeightedCorruptionOutcome.extraCorruptionOutcomes 4: WeightedCorruptionOutcome.extraCorruptionOutcomes 3: WeightedCorruptionOutcome.extraCorruptionOutcomes 2: WeightedCorruptionOutcome.extraCorruptionOutcomes 1: WeightedCorruptionOutcome.extraCorruptionOutcomes 0: CorruptionCategoryConfig.positiveOutcomes UnityEngine.ResourcesAPIInternal:Load(String, Type) UnityEngine.Resources:Load(String) ItemList:get() LE.Services.ServiceProviderInitializer:Init(String, Action) LE.Services.ServiceProviderInitializer:InitSingletons() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933149288] Serialization depth limit 10 exceeded at 'WeightedCorruptionOutcome.corruptionOutcome'. There may be an object composition cycle in one or more of your serialized classes. Consider rearranging data or use `[SerializeReference]`. Serialization hierarchy: 11: WeightedCorruptionOutcome.corruptionOutcome 10: WeightedCorruptionOutcome.extraCorruptionOutcomes 9: WeightedCorruptionOutcome.extraCorruptionOutcomes 8: WeightedCorruptionOutcome.extraCorruptionOutcomes 7: WeightedCorruptionOutcome.extraCorruptionOutcomes 6: WeightedCorruptionOutcome.extraCorruptionOutcomes 5: WeightedCorruptionOutcome.extraCorruptionOutcomes 4: WeightedCorruptionOutcome.extraCorruptionOutcomes 3: WeightedCorruptionOutcome.extraCorruptionOutcomes 2: WeightedCorruptionOutcome.extraCorruptionOutcomes 1: WeightedCorruptionOutcome.extraCorruptionOutcomes 0: WeightedCorruptionOutcome.extraCorruptionOutcomes UnityEngine.ResourcesAPIInternal:Load(String, Type) UnityEngine.Resources:Load(String) ItemList:get() LE.Services.ServiceProviderInitializer:Init(String, Action) LE.Services.ServiceProviderInitializer:InitSingletons() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933148504] Serialization depth limit 10 exceeded at 'WeightedCorruptionOutcome.corruptionOutcome'. There may be an object composition cycle in one or more of your serialized classes. Consider rearranging data or use `[SerializeReference]`. Serialization hierarchy: 11: WeightedCorruptionOutcome.corruptionOutcome 10: WeightedCorruptionOutcome.extraCorruptionOutcomes 9: WeightedCorruptionOutcome.extraCorruptionOutcomes 8: WeightedCorruptionOutcome.extraCorruptionOutcomes 7: WeightedCorruptionOutcome.extraCorruptionOutcomes 6: WeightedCorruptionOutcome.extraCorruptionOutcomes 5: WeightedCorruptionOutcome.extraCorruptionOutcomes 4: WeightedCorruptionOutcome.extraCorruptionOutcomes 3: WeightedCorruptionOutcome.extraCorruptionOutcomes 2: WeightedCorruptionOutcome.extraCorruptionOutcomes 1: WeightedCorruptionOutcome.extraCorruptionOutcomes 0: CorruptionEquipmentTypeConfig.positiveOutcomes UnityEngine.ResourcesAPIInternal:Load(String, Type) UnityEngine.Resources:Load(String) ItemList:get() LE.Services.ServiceProviderInitializer:Init(String, Action) LE.Services.ServiceProviderInitializer:InitSingletons() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933149288] 2026-03-30T20:21:40.9285968+00:00 Log ClientSessionID=0fc1b53d1e91438bb73fd9080886df7e UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Telemetry.MetricsPlugin:Initialize(Func`1, Func`3, Boolean, String) LE.Services.TelemetryInitializer:Initialize() System.Lazy`1:PublicationOnlyViaFactory(LazyHelper) System.Lazy`1:CreateValue() System.Lazy`1:get_Value() LE.Services.d__167:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.ServiceProvider:InitializeServices() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:40.9331117+00:00 Log Initializing cycle status service UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__167:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.ServiceProvider:InitializeServices() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:40.9341186+00:00 Log Server cycle set to Fugu UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.AbstractCycleStatus:Initialize() LE.Services.d__167:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.ServiceProvider:InitializeServices() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:40.9448554+00:00 Log Initializing scene variant service UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__167:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.ServiceProvider:InitializeServices() LE.Services.ServiceProviderInitializer:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:41.2938304+00:00 Log NotificationSystem initialized with 31 notification types. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.NotificationSystem.NotificationSystem:ValidateAllNotificationsPresent() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:41.2998378+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) AdditiveLoadingStatusUI:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:42.0541436+00:00 Log EchoLoadingStatusUI.OnStateChange Uninitialized -> None UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:42.0561447+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933170184] DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() [ line 1933170232] The referenced script (Unknown) on this Behaviour is missing! The referenced script (GameCreditsBuilder) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'PlayFabHttp') is missing! The referenced script on this Behaviour (Game Object 'Credits') is missing! A scripted object (probably GameCreditsBuilder?) has a different serialization layout when loading. (Read 32 bytes but expected 288 bytes) Did you #if UNITY_EDITOR a section of your serialized properties in any of your scripts? Unloading 7 Unused Serialized files (Serialized files now loaded: 255) UnloadTime: 11.544800 ms Unloading 876 unused Assets to reduce memory usage. Loaded Objects now: 901167. Total: 1047.150700 ms (FindLiveObjects: 61.177900 ms CreateObjectMapping: 114.642600 ms MarkObjects: 863.045200 ms DeleteObjects: 8.283700 ms) 2026-03-30T20:21:45.2909812+00:00 Log Initializing network services UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__167:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.Visuals.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WhenAllPromise`9:TryInvokeContinuationT9(WhenAllPromise`9, Awaiter&) Cysharp.Threading.Tasks.<>c:<.ctor>b__11_8(Object) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:HandleCompleted(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:CompleteOperation() UnityEngine.AsyncOperation:InvokeCompletionEvent() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:45.2934922+00:00 Log Initialization complete, invoking post initialized event UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__167:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.Visuals.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WhenAllPromise`9:TryInvokeContinuationT9(WhenAllPromise`9, Awaiter&) Cysharp.Threading.Tasks.<>c:<.ctor>b__11_8(Object) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.AsyncOperationHandleConfiguredSource`1:HandleCompleted(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:CompleteOperation() UnityEngine.AsyncOperation:InvokeCompletionEvent() UnityEngine.AssetBundleRequest:GetResult() 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.AsyncOperationHandle`1:WaitForCompletion() d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! The referenced script on this Behaviour (Game Object '') is missing! 2026-03-30T20:21:48.8690260+00:00 Log Locale changed to English (en) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EventUtilities:InvokeEventWithErrorHandling(Action) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:48.9956419+00:00 Log Locale changed to English (en) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EventUtilities:InvokeEventWithErrorHandling(Action) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() Cysharp.Threading.Tasks.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Vector3:op_UnaryNegation(Vector3) UnityEngine.DoubleBufferedAwaitableList:SwapAndComplete() 2026-03-30T20:21:49.2175508+00:00 Log No working integration, destroying EpochRGB UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:21:49.7653497+00:00 Warning 'filter' is null! Did you add the 'DomainManager' to the current scene? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.DomainManager:logFilterIsNull() 2026-03-30T20:21:52.9192075+00:00 Log Input Method Changed to Controller UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() 2026-03-30T20:21:53.7687853+00:00 Error Asserter.IsNotNull failed at BoolSettingUI#Awake:54 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Asserter:IsNotNull(Object, String, Object, String, String, Int32) LE.Settings.BoolSettingUI:Awake() SettingsPanelTabUIController:Select(TabUIElement, Boolean) TabUIController:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) LE.UI.PanelSystem.PanelSystem:GetOrCreatePanel(TPanel, Nullable`1) LE.UI.PanelSystem.PanelSystem:PreloadPanel() d__82:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:21:53.7734574+00:00 Error Asserter.IsNotNull failed at BoolSettingUI#Awake:54 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:LogFormat(LogType, Object, String, Object[]) UnityEngine.Debug:LogErrorFormat(Object, String, Object[]) Asserter:IsNotNull(Object, String, Object, String, String, Int32) LE.Settings.BoolSettingUI:Awake() SettingsPanelTabUIController:Select(TabUIElement, Boolean) TabUIController:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) LE.UI.PanelSystem.PanelSystem:GetOrCreatePanel(TPanel, Nullable`1) LE.UI.PanelSystem.PanelSystem:PreloadPanel() d__82:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:22:06.0993657+00:00 Log Loading character: Dominus 15 isOnline: False, cycle: Fugu, class: Sentinel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__92:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) CharacterSelect:LoadCharacterClick() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() Navigable:HandleSubmitInput(SubmitType) PriorityUiNavigationMap:ProcessDpadInput() d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Failed to create agent because it is not close 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, Int32, Nullable`1, Boolean) PlayerUtility:InstantiatePlayerActor(ActorData, NetPlayer, String) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__38: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:SetException(Exception) LE.Services.d__88`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() [ line 1933169480] 2026-03-30T20:22:06.2566736+00:00 Log Loading global data, UserIdentity: '0337173', Catagory: 'player.initialization' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) GlobalDataTracker:LoadGlobalData(CancellationToken) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.DefaultGameplayService:StartPlayWithCharacter(CharacterData, CancellationToken) d__38: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:SetException(Exception) LE.Services.d__88`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() 2026-03-30T20:22:06.2596828+00:00 Log Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:22:06.3987939+00:00 Log Loading global data success, UserIdentity: '0337173', Catagory: 'player.initialization' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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:SetException(Exception) LE.Services.d__88`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() 2026-03-30T20:22:06.6538542+00:00 Log LoadingScreen.OnBeforeSceneLoaded(WeaversHub, Single) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) 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:SetException(Exception) LE.Services.d__88`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() 2026-03-30T20:22:06.6560517+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) 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:SetException(Exception) LE.Services.d__88`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() 2026-03-30T20:22:06.6560517+00:00 Log LoadingScreen.OnBeforeSceneLoaded enable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) 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:SetException(Exception) LE.Services.d__88`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() 2026-03-30T20:22:06.6571922+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) 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:SetException(Exception) LE.Services.d__88`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: 420) Unloading 83964 unused Assets to reduce memory usage. Loaded Objects now: 1079088. Total: 1040.401400 ms (FindLiveObjects: 90.140600 ms CreateObjectMapping: 121.493400 ms MarkObjects: 791.952700 ms DeleteObjects: 36.814100 ms) Unloading 42 Unused Serialized files (Serialized files now loaded: 420) UnloadTime: 27.242800 ms Failed to create agent because it is not close enough to the NavMesh 2026-03-30T20:22:09.0497466+00:00 Log Environment manager is initialized in the scene: WeaversHub UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() Material 'DWD_Bio' with Shader 'DWD/Void/Void_Cutout' doesn't have a texture property '_BumpMap' UnityEngine.Material:GetTextureImpl(Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 1933173096] Material 'DWD_Bio' with Shader 'DWD/Void/Void_Cutout' doesn't have a texture property '_MetallicGlossMap' UnityEngine.Material:GetTextureImpl(Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 1933173096] Material 'DWD_Bio' with Shader 'DWD/Void/Void_Cutout' doesn't have a texture property '_EmissionMap' UnityEngine.Material:GetTextureImpl(Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:OnEnable() [ line 1933173096] 2026-03-30T20:22:09.6224327+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'WeaversHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:22:09.6234335+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'WeaversHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) Material 'DWD_Bio' with Shader 'DWD/Void/Void_Cutout' doesn't have a texture property '_BumpMap' UnityEngine.Material:GetTextureImpl(Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsSettingsProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsSettingsProcessor:ApplyInLoadedScene(Boolean) LE.Settings.GraphicsSettings:ApplyConfiguration() UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) [ line 1933172408] Material 'DWD_Bio' with Shader 'DWD/Void/Void_Cutout' doesn't have a texture property '_MetallicGlossMap' UnityEngine.Material:GetTextureImpl(Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsSettingsProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsSettingsProcessor:ApplyInLoadedScene(Boolean) LE.Settings.GraphicsSettings:ApplyConfiguration() UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) [ line 1933172408] Material 'DWD_Bio' with Shader 'DWD/Void/Void_Cutout' doesn't have a texture property '_EmissionMap' UnityEngine.Material:GetTextureImpl(Int32) AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationItemModels() AwesomeTechnologies.VegetationSystem.VegetationSystemPro:SetupVegetationSystem() GraphicsBackend.GraphicsSettingsProcessor:ApplyVegetationSettings() GraphicsBackend.GraphicsSettingsProcessor:ApplyInLoadedScene(Boolean) LE.Settings.GraphicsSettings:ApplyConfiguration() UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) [ line 1933172408] 2026-03-30T20:22:09.7438065+00:00 Log LoadingScreen.OnSceneLoaded(WeaversHub, Single WeaversHub) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:22:09.7495516+00:00 Warning No spawn found with TransitionInfo, Falling back to old spawn selection UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:22:09.7625486+00:00 Log LoadingScreen.OnLocalPlayerInitialized(WeaversHub) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:22:09.7648695+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene WeaversHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:22:09.7658697+00:00 Log Time to Single load 'WeaversHub' 3.11 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() Coroutine couldn't be started because the the game object 'Skills Panel(Clone)' is inactive! SkillsTreesUIManager:OpenSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) d__38: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() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() 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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() [ line 1933169656] Coroutine couldn't be started because the the game object 'Skills Panel(Clone)' is inactive! SkillsTreesUIManager:OpenSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) d__38: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() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() 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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() [ line 1933169656] Coroutine couldn't be started because the the game object 'Skills Panel(Clone)' is inactive! SkillsTreesUIManager:OpenSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) d__38: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() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() 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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() [ line 1933169656] Coroutine couldn't be started because the the game object 'Skills Panel(Clone)' is inactive! SkillsTreesUIManager:OpenSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) d__38: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() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() 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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() [ line 1933169656] Coroutine couldn't be started because the the game object 'Skills Panel(Clone)' is inactive! SkillsTreesUIManager:OpenSkillTree(Ability) SpecialisedAbilityIcon:clicked() SkillsPanelManager:updateVisuals(Boolean) UIBase:OnCharacterLoaded(CharacterData) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) d__38: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() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() 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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() [ line 1933169656] Unloading 815 unused Assets to reduce memory usage. Loaded Objects now: 1097038. Total: 1002.314100 ms (FindLiveObjects: 108.451600 ms CreateObjectMapping: 113.598400 ms MarkObjects: 771.157200 ms DeleteObjects: 9.106000 ms) 2026-03-30T20:22:11.1782636+00:00 Log LoadingScreen.OnDisable(WeaversHub) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:22:11.1792669+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:22:16.5829005+00:00 Warning No open sound defined for Masque panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.WeaverVendorPanel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:trigger(GameObject) EventListener:triggerDialogueListeners(String, GameObject) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.CachedInvokableCall`1:Invoke(T) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) UnityEngine.Component:SendMessage(String, Object, SendMessageOptions) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() DialogueSystemNavigable:HandleSubmitInput(SubmitType) d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:22:22.3419833+00:00 Warning No close sound defined for Masque panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:CloseAllPanels(PanelLocation) LE.UI.PanelSystem.PanelSystem:CloseAllPanels() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:ControllerCloseAllKeyDown() d__16:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.UI.ScrollRect:LateUpdate() [ line 1933173016] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.UI.ScrollRect:LateUpdate() [ line 1933173320] 2026-03-30T20:22:31.2972596+00:00 Warning MeasureTimeScope:CreatePrefabInstance:Orange Spirits Directional On-Hit vfx took over 3 ms : 7.18ms UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() BaseGenericPrefabInstancePool`1:CreatePrefabInstance() BaseGenericPrefabInstancePool`1:Allocate(Int32) ProactivePoolPreloader:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2026-03-30T20:22:34.7654115+00:00 Warning Got 4 lazily-init'd (not-preloaded) pools during scene WeaversHub! DivineEssenceAilmentVFX v_SigilsOfHope Sigils of Hope Visuals Basic Player Evade VFX UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:22:34.7664125+00:00 Log LoadingScreen.OnBeforeSceneLoaded(Observatory, Single) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:22:34.7674130+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:22:34.7674130+00:00 Log LoadingScreen.OnBeforeSceneLoaded enable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:22:34.7674130+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 2 Unused Serialized files (Serialized files now loaded: 421) Unloading 41 unused Assets to reduce memory usage. Loaded Objects now: 1139819. Total: 929.786100 ms (FindLiveObjects: 90.858300 ms CreateObjectMapping: 111.691500 ms MarkObjects: 719.948100 ms DeleteObjects: 7.287300 ms) Unloading 35 Unused Serialized files (Serialized files now loaded: 421) UnloadTime: 15.834300 ms 2026-03-30T20:22:36.6425290+00:00 Log Environment manager is initialized in the scene: Observatory UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() 2026-03-30T20:22:37.0758783+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'Observatory' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:22:37.0768782+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'Observatory' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:22:37.1264601+00:00 Log LoadingScreen.OnSceneLoaded(Observatory, Single Observatory) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:22:37.1363102+00:00 Log LoadingScreen.OnLocalPlayerInitialized(Observatory) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:22:37.1363102+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene Observatory on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:22:37.1373079+00:00 Log Time to Single load 'Observatory' 2.39 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() Unloading 358 unused Assets to reduce memory usage. Loaded Objects now: 1142968. Total: 805.356700 ms (FindLiveObjects: 95.346400 ms CreateObjectMapping: 110.960700 ms MarkObjects: 590.276100 ms DeleteObjects: 8.772600 ms) 2026-03-30T20:22:38.1370366+00:00 Log LoadingScreen.OnDisable(Observatory) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:22:38.1380375+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:22:44.5320208+00:00 Log Factions Panel - Opened faction subpanel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionsOpen(Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:22:44.5406713+00:00 Warning No open sound defined for Observatory panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) UIBase:OpenObservatoryPanel(ProphecyRegion, Boolean, Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:22:44.5426664+00:00 Log Client: Open Observatory, Init(North), True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:Init(ProphecyRegion, Boolean) LE.UI.PanelSystem.ObservatoryPanel:OnOpenWithArgs(ObservatoryPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) UIBase:OpenObservatoryPanel(ProphecyRegion, Boolean, Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:22:55.3831314+00:00 Error MenuIndicatorsManager: Does not implement active check for notification type ProphecyAcquired. at MenuIndicatorsManager#IsIndicatorsPanelActive:162 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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[]) LE.Factions.CircleOfFortune:AddProphecy(Prophecy, Boolean, Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__96: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.Factions.d__30:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:22:55.4380742+00:00 Log Client: Sync Received, Init(South) False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:OnSyncReceived() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__96: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.Factions.d__30:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:07.7213550+00:00 Log Client: Sync Received, Init(South) False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:OnSyncReceived() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__96: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.Factions.d__30:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:14.2165767+00:00 Log Client: Sync Received, Init(South) False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:OnSyncReceived() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__96: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.Factions.d__30:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:21.8221703+00:00 Warning No close sound defined for Observatory panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.ObservatoryPanel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:ClosePanel(PanelLocation) LE.UI.PanelSystem.PanelSystem:ClosePanel() d__202:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) UIBase:closeFactions() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:23:21.8481374+00:00 Warning DOTWEEN ► Tween startup failed (NULL target/property - Void ThrowNullReferenceException(System.Object)): the tween will now be killed ► Object reference not set to an instance of an object. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.Tweener:DoStartup(TweenerCore`3) DG.Tweening.Core.TweenManager:Update(UpdateType, Single, Single) DG.Tweening.Core.DOTweenComponent:Update() 2026-03-30T20:23:27.6204916+00:00 Log Factions Panel - Opened faction subpanel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionsOpen(Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:23:27.6271767+00:00 Warning No open sound defined for Observatory panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) UIBase:OpenObservatoryPanel(ProphecyRegion, Boolean, Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:23:27.6285348+00:00 Log Client: Open Observatory, Init(North), True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:Init(ProphecyRegion, Boolean) LE.UI.PanelSystem.ObservatoryPanel:OnOpenWithArgs(ObservatoryPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) UIBase:OpenObservatoryPanel(ProphecyRegion, Boolean, Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:32.1324453+00:00 Log Client: Sync Received, Init(North) False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:OnSyncReceived() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:PurchaseProphecy(ProphecyRegion, Byte) LE.Factions.d__96: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.Factions.d__30:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:38.4695522+00:00 Log Client: Sync Received, Init(North) False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:OnSyncReceived() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:RerollConstellation(ProphecyRegion) LE.Factions.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) LE.Factions.d__30:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:42.7429245+00:00 Log Client: Sync Received, Init(North) False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:OnSyncReceived() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:RerollConstellation(ProphecyRegion) LE.Factions.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) LE.Factions.d__30:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:46.4008193+00:00 Log Client: Sync Received, Init(North) False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:OnSyncReceived() LE.Factions.Faction:SaveAndSync(Boolean) LE.Factions.CircleOfFortune:RerollConstellation(ProphecyRegion) LE.Factions.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) LE.Factions.d__30:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:49.7698029+00:00 Warning No close sound defined for Observatory panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.ObservatoryPanel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:ClosePanel(PanelLocation) LE.UI.PanelSystem.PanelSystem:ClosePanel() d__202:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) UIBase:closeFactions() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:23:49.7928396+00:00 Warning DOTWEEN ► Tween startup failed (NULL target/property - Void ThrowNullReferenceException(System.Object)): the tween will now be killed ► Object reference not set to an instance of an object. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.Tweener:DoStartup(TweenerCore`3) DG.Tweening.Core.TweenManager:Update(UpdateType, Single, Single) DG.Tweening.Core.DOTweenComponent:Update() 2026-03-30T20:23:51.5106100+00:00 Log Factions Panel - Opened faction subpanel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionsOpen(Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:23:51.5183429+00:00 Warning No open sound defined for Observatory panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) UIBase:OpenObservatoryPanel(ProphecyRegion, Boolean, Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:23:51.5203421+00:00 Log Client: Open Observatory, Init(North), True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.d__91:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Factions.ObservatoryUI:Init(ProphecyRegion, Boolean) LE.UI.PanelSystem.ObservatoryPanel:OnOpenWithArgs(ObservatoryPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) UIBase:OpenObservatoryPanel(ProphecyRegion, Boolean, Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:23:59.0066861+00:00 Warning No close sound defined for Observatory panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.ObservatoryPanel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:ClosePanel(PanelLocation) LE.UI.PanelSystem.PanelSystem:ClosePanel() d__202:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) UIBase:closeFactions() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:23:59.0301195+00:00 Warning DOTWEEN ► Tween startup failed (NULL target/property - Void ThrowNullReferenceException(System.Object)): the tween will now be killed ► Object reference not set to an instance of an object. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.Tweener:DoStartup(TweenerCore`3) DG.Tweening.Core.TweenManager:Update(UpdateType, Single, Single) DG.Tweening.Core.DOTweenComponent:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:24:01.0494031+00:00 Log Factions Panel - Opened faction subpanel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionsOpen(Boolean) LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:trigger(GameObject) EventListener:triggerDialogueListeners(String, GameObject) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.CachedInvokableCall`1:Invoke(T) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) UnityEngine.Component:SendMessage(String, Object, SendMessageOptions) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() DialogueSystemNavigable:HandleSubmitInput(SubmitType) d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:01.0677219+00:00 Warning No open sound defined for Circle of Fortune Rank panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) LE.Factions.FactionsPanelManager:OpenCircleOfFortuneProphecies() LE.UI.PanelSystem.FactionsPanel:OnOpenWithArgs(FactionsPanelOpenData) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) OpenMenuInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:trigger(GameObject) EventListener:triggerDialogueListeners(String, GameObject) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.CachedInvokableCall`1:Invoke(T) UnityEngine.Events.UnityEvent:Invoke() PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry) PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) UnityEngine.Component:SendMessage(String, Object, SendMessageOptions) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() DialogueSystemNavigable:HandleSubmitInput(SubmitType) d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:24:01.7098828+00:00 Log Factions Panel - Opened faction subpanel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Factions.FactionsPanelManager:OnFactionsOpen(Boolean) LE.Factions.FactionRankUI:OnDestroy() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.UI.ScrollRect:LateUpdate() [ line 1933173016] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.UI.ScrollRect:LateUpdate() [ line 1933173320] 2026-03-30T20:24:15.8805009+00:00 Log LoadingScreen.OnBeforeSceneLoaded(MonolithHub, Single) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:15.8815457+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:15.8815457+00:00 Log LoadingScreen.OnBeforeSceneLoaded enable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:15.8815457+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Services.Transitions.d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Unloading 1 Unused Serialized files (Serialized files now loaded: 421) Unloading 72 unused Assets to reduce memory usage. Loaded Objects now: 1154176. Total: 941.383100 ms (FindLiveObjects: 93.883200 ms CreateObjectMapping: 110.191000 ms MarkObjects: 729.805600 ms DeleteObjects: 7.502100 ms) Unloading 60 Unused Serialized files (Serialized files now loaded: 421) 2026-03-30T20:24:17.7295053+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.VegetationSystem.UnityTerrain:OnDisable() 2026-03-30T20:24:17.7305043+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.VegetationSystem.UnityTerrain:OnDisable() UnloadTime: 18.445500 ms 2026-03-30T20:24:17.8231354+00:00 Log Environment manager is initialized in the scene: MonolithHub UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() 2026-03-30T20:24:18.2217091+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:18.2227590+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:18.3719221+00:00 Log LoadingScreen.OnBeforeSceneLoaded(M_Rest, Additive) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:18.3729176+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Networking.Monolith.MonolithNetworkManager:OnSceneLoaded(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:18.4678410+00:00 Log LoadingScreen.OnSceneLoaded(MonolithHub, Single MonolithHub) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:18.4814582+00:00 Log LoadingScreen.OnLocalPlayerInitialized(MonolithHub) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4824565+00:00 Warning LoadingScreen.OnLocalPlayerInitialized still loading scenes UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4824565+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4824565+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4834570+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4834570+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4834570+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4834570+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4834570+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4834570+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4834570+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4849628+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4849628+00:00 Log SingleplayerOrServer: attempt to unlock waypoint for scene MonolithHub on Player 0337173 : already unlocked UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EnableWaypointInteraction:EnableWaypoint(GameObject) EnableWaypointInteraction:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__24:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:18.4849628+00:00 Log Time to Single load 'MonolithHub' 2.63 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() Unloading 544 unused Assets to reduce memory usage. Loaded Objects now: 1192267. Total: 1001.274800 ms (FindLiveObjects: 101.980300 ms CreateObjectMapping: 113.360600 ms MarkObjects: 776.854600 ms DeleteObjects: 9.078300 ms) 2026-03-30T20:24:19.5551333+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/Sphere (2)/Monolith_Island_stairs (8)/Collider" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/Sphere/Monolith_Island_stairs (8)/Collider" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/Sphere (5)/Monolith_Island_stairs (8)/Collider" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/Sphere (4)/Monolith_Island_stairs (8)/Collider" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/Sphere (3)/Monolith_Island_stairs (8)/Collider" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Monolith_Island_01 (11)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Collider (3)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9/NormalWaypoint (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Collider (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Collider (3)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Collider (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7/NormalWaypoint_7" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (19)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Monolith_Island_01 (7)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Collision (4)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (16)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Colliders" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/VoidVeinGroup (1)/Footsteps" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (14)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/VoidVeinGroup/Footsteps (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Monolith_Island_01 (6)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (15)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/VoidVeinGroup (1)/Footsteps (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/TreeGreenGroup (4)/Fade" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/VoidVeinGroup/Footsteps" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Collider (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Colliders" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Collider (4)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Collision (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3/NormalWaypoint_3" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (18)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (11)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Collider (4)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (17)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (20)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (12)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Collider (2)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Collider (3)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Collider (2)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3/NormalWaypoint_3" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/TreeGreenGroup (6)/Fade" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Colliders" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (13)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/TreeGreenGroup (5)/Fade" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Collider (4)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/TreeGreenGroup (3)/Fade" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Collider (2)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Monolith_Island_01 (10)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Monolith_Island_01 (9)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_03 (15)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Collision (2)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/TreeGreenGroup (1)/Fade" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Colliders" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/3_Master/Reality_3_Extra/Colliders/Colliders" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Collision (3)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Collider (5)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/Colliders/Monolith_Island_01 (8)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Gameplay/Transitions Folder/MonolithBridgeWIP (Initial)/Monolith_Bridge_Base (1)/OutlineParent/InteractionCollider" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9/NormalWaypoint (1)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/Sphere_Main/9_Master/Reality_9_Extra/Colliders/Monolith_Island_01 (21)" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7_Extra/TreeGreenGroup (2)/Fade" BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SceneRoot/SceneObjects/Visuals/Foreground/Bridges Folder/7_Master/Reality_7/NormalWaypoint_7" Unloading 2 Unused Serialized files (Serialized files now loaded: 421) Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 1193332. Total: 999.305900 ms (FindLiveObjects: 106.789700 ms CreateObjectMapping: 123.416700 ms MarkObjects: 762.300900 ms DeleteObjects: 6.797600 ms) 2026-03-30T20:24:21.1120674+00:00 Log There is currently more than one instance of ZoneChapterManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2026-03-30T20:24:21.1135749+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:21.1135749+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:21.1151075+00:00 Log LoadingScreen.OnSceneLoaded(M_Rest, Additive M_Rest) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:21.1151075+00:00 Log LoadingScreen.OnSceneLoaded(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:21.1171149+00:00 Log Time to Additive load 'M_Rest' 2.75 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:21.1879407+00:00 Log LoadingScreen.OnDisable(M_Rest) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:24:21.1879407+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:24:27.0162971+00:00 Warning No open sound defined for Monolith panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.MonolithPanel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) 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) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:24:33.9643849+00:00 Log Processing Monolith RNG, Seed: 1695000133 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:33.9664700+00:00 Log Setting mono objective to Champions UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType, ChainStatus, EchoChainType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:33.9730954+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder: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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:33.9740956+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder: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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:33.9740956+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:38.7942100+00:00 Warning No close sound defined for Monolith panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.MonolithPanel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:CloseAllPanels(PanelLocation) LE.UI.PanelSystem.PanelSystem:CloseAllPanels() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:38.8076873+00:00 Log LoadingScreen.OnBeforeSceneLoaded(M_M500, Additive) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:38.8086940+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:24:38.9156040+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:24:38.9167054+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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 27 Unused Serialized files (Serialized files now loaded: 476) Unloading 4 unused Assets to reduce memory usage. Loaded Objects now: 1218106. Total: 1018.540300 ms (FindLiveObjects: 102.359700 ms CreateObjectMapping: 113.190700 ms MarkObjects: 795.914000 ms DeleteObjects: 7.074900 ms) 2026-03-30T20:24:40.8404480+00:00 Warning Multiple VegetationStudioManager's active at once, ignoring latest. This commonly means an additive scene was loaded & this ran before we could toggle it's visuals. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) 2026-03-30T20:24:40.8434704+00:00 Log There is currently more than one instance of ZoneChapterManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2026-03-30T20:24:41.0707725+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:41.2018776+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:41.2210372+00:00 Log LoadingScreen.OnSceneLoaded(M_M500, Additive M_M500) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2220385+00:00 Log LoadingScreen.OnSceneLoaded(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2220385+00:00 Log [QA-464852] Changing Active Scene to 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2240388+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2244412+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2244412+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2249464+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2249464+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveTerrain(GameObject) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2249464+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2284762+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2284762+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2284762+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2284762+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2284762+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2284762+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2294753+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2294753+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2294753+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2294753+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2294753+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2294753+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2294753+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2304754+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2304754+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2304754+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2304754+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2304754+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2304754+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2304754+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2314746+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2314746+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2314746+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2324770+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2324770+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2324770+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2324770+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2334757+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2334757+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2334757+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2334757+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2349824+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2349824+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2349824+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2349824+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2390013+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2390013+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2390013+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2400009+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2400009+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2400009+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2400009+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2410025+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2410025+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2410025+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2410025+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2410025+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2410025+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2450005+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'MonolithHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.2460026+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'MonolithHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.4697542+00:00 Log Environment manager is initialized in the scene: M_M500 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() LEVegetationManager:OnEnable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.5033923+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.5033923+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:41.6112776+00:00 Log Time to Additive load 'M_M500' 2.82 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:41.8008043+00:00 Log Resetting the reward lists for 0337173 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:41.8026290+00:00 Log [QA-464852] Changing Active Scene to 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:41.8162504+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M500) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:41.8162504+00:00 Warning Ignoring duplicate call to disable loading screen UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:41.8389239+00:00 Log 0 :: [0, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:24:41.8399238+00:00 Log 1 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:24:41.8399238+00:00 Log 2 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:24:41.8399238+00:00 Log 3 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:24:41.8399238+00:00 Log 4 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:24:41.8399238+00:00 Log 5 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:24:41.8409244+00:00 Log 6 :: [0, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:24:43.0886007+00:00 Log [QA-464852] Changing Active Scene to 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:24:43.1281965+00:00 Log CastOnEmerge: Actor ArmoredPhoenix Champion(Clone) is casting ability ArmoredPhoenix Champion 00 Emerge Explosion on emerge UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CastOnEmerge:OnStartedEmerging(Boolean) CastOnEmerge:OnFirstTick() LE.CustomUpdate.ManagedLifecycleBehaviour:OnFirstTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InvokeFirstUpdateCallbacks() LE.CustomUpdate.UpdateSystemCallbackManager:PreUpdate() 2026-03-30T20:24:43.3511171+00:00 Error DestroyOnVisualsDeath on Lightning Bolt Event Mod VFX(Clone) could not find an ActorVisuals reference on sync . findActorVisualsInParent is True. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) DestroyOnVisualsDeath:FindAndSubscribeToActorVisuals() 2026-03-30T20:24:44.4445744+00:00 Error DestroyOnVisualsDeath on Soul Geyser Event Mod VFX(Clone) could not find an ActorVisuals reference on sync . findActorVisualsInParent is True. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) DestroyOnVisualsDeath:FindAndSubscribeToActorVisuals() 2026-03-30T20:24:44.9914853+00:00 Warning Got 1 lazily-init'd (not-preloaded) pools during scene MonolithHub! Armored Phoenix Champion XL Fire Explosion VFX UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.PCG.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2026-03-30T20:24:44.9924847+00:00 Log LoadingScreen.OnBeforeSceneLoaded(PCG_Cave, Additive) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.PCG.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() 2026-03-30T20:24:44.9924847+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.PCG.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Callback:Invoke() Cysharp.Threading.Tasks.UniTaskSynchronizationContext:Run() Unloading 27 Unused Serialized files (Serialized files now loaded: 504) Unloading 5784 unused Assets to reduce memory usage. Loaded Objects now: 1457456. Total: 1007.212400 ms (FindLiveObjects: 132.020900 ms CreateObjectMapping: 126.332000 ms MarkObjects: 738.806400 ms DeleteObjects: 10.052100 ms) 2026-03-30T20:24:46.2478671+00:00 Warning Multiple VegetationStudioManager's active at once, ignoring latest. This commonly means an additive scene was loaded & this ran before we could toggle it's visuals. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) 2026-03-30T20:24:46.2478671+00:00 Log There is currently more than one instance of ZoneChapterManager UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ZoneChapterManager:Awake() 2026-03-30T20:24:46.2720205+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:46.2720205+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:46.2720205+00:00 Log LoadingScreen.OnSceneLoaded(PCG_Cave, Additive PCG_Cave) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:46.2730198+00:00 Log LoadingScreen.OnSceneLoaded(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:46.2730198+00:00 Warning Ignoring duplicate call to disable loading screen UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:24:46.2730198+00:00 Log Storing variant 'PCG_Cave_Mushroom_White' for scene 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:24:46.2750203+00:00 Log Time to Additive load 'PCG_Cave' 1.28 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:46.2750203+00:00 Log Generating level with seed 1546853074, grammar Caves_EndGame and template AncientCaves_EndGame UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:24:46.2815476+00:00 Warning No AutoPoolPreloaderConfiguration found for scene M_M500. Please ensure that the AutoPoolPreloader component of the ZoneManager object has a configuration. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolPreloader:Start() 2026-03-30T20:24:46.3616143+00:00 Log [PCG] Finished in 0.6937ms, with 29 steps and 2 rollbacks UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Uuid7:op_Inequality(Uuid7, Uuid7) 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:HandleCompleted(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:CompleteOperation() UnityEngine.AsyncOperation:InvokeCompletionEvent() 2026-03-30T20:24:46.3637135+00:00 Log [PCG] Finished in 0.0177ms, with 36 steps and 2 rollbacks UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Networking.Uuid7:op_Inequality(Uuid7, Uuid7) 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:HandleCompleted(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:CompleteOperation() UnityEngine.AsyncOperation:InvokeCompletionEvent() 2026-03-30T20:24:51.8547806+00:00 Log PCG_RESULT_INFO: { "Seed": 1546853074, "Grammar": "Caves_EndGame", "Result": "Standard", "Errors": [], "SceneLoadMs": 1284.0, "GenerationTimings": { "TilesetLoadMs": 62.0, "GenerationTimeMs": 20.6514, "TilemapSetupMs": 3.0, "TileResolutionMs": 229.0 }, "GeneratorDataDeserializationMs": 3108.63477, "PropPlacementMs": 803.7247, "PropPlacementTimings": { "CommandsMs": 433.8705, "LoadMs": 268.1929, "InstantiateMs": 71.0424 }, "NavMeshGenMs": 59.5644, "SpawnerPlacementMs": 166.5792, "CollisionBuildMs": 538.9007, "TotalTimeMs": 9987.244 } UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.PCG.d__74: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:SetException(Exception) LE.PCG.d__83: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__75: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() 2026-03-30T20:24:51.8852879+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:24:51.8967695+00:00 Log LoadingScreen.OnDisable(PCG_Cave) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:24:51.8977788+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:24:51.9520684+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:24:51.9520684+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:25:02.7055602+00:00 Log Input Method Changed to Keyboard UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:Update() 2026-03-30T20:25:02.7628010+00:00 Log Input Method Changed to Controller UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() 2026-03-30T20:25:34.8459341+00:00 Log Input Method Changed to Keyboard UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:Update() 2026-03-30T20:25:35.9874059+00:00 Log Input Method Changed to Controller UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() 2026-03-30T20:26:15.8606526+00:00 Log CastOnEmerge: Actor Omen (Void)(Clone) is casting ability Omen 00 Phase 1 Buff on emerge UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CastOnEmerge:OnStartedEmerging(Boolean) Emerging:startEmerging() StateController:forceChangeState(State) Emerging:initialise() StateController:update(Single) StateController:Update() 2026-03-30T20:26:15.8626578+00:00 Log CastOnEmerge: Actor Omen (Void)(Clone) is casting ability Omen Invincibility on emerge UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CastOnEmerge:OnStartedEmerging(Boolean) Emerging:startEmerging() StateController:forceChangeState(State) Emerging:initialise() StateController:update(Single) StateController:Update() 2026-03-30T20:26:17.5227512+00:00 Log CastOnEmerge: Actor Flame Gryphon(Clone) is casting ability FlameGryphon 00 MeteorLandingDelayer on emerge UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CastOnEmerge:OnStartedEmerging(Boolean) CastOnEmerge:OnFirstTick() LE.CustomUpdate.ManagedLifecycleBehaviour:OnFirstTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InvokeFirstUpdateCallbacks() LE.CustomUpdate.UpdateSystemCallbackManager:PreUpdate() 2026-03-30T20:26:19.0808542+00:00 Warning damage info for FlameGryphon 00.5 MeteorLanding (Ability) missing attacker UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) ProtectionClass:ApplyDamage(DamageStats, DamageSource, Single, Actor, Boolean) DamageStatsHolder:applyDamage(ProtectionClass, Single) HitDetector:hitActor(Actor) HitDetector:hitGameObject(GameObject) 2026-03-30T20:26:32.5925927+00:00 Log CastOnEmerge: Actor Flame Gryphon(Clone) is casting ability FlameGryphon 00 MeteorLandingDelayer on emerge UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CastOnEmerge:OnStartedEmerging(Boolean) CastOnEmerge:OnFirstTick() LE.CustomUpdate.ManagedLifecycleBehaviour:OnFirstTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InvokeFirstUpdateCallbacks() LE.CustomUpdate.UpdateSystemCallbackManager:PreUpdate() 2026-03-30T20:26:50.1633641+00:00 Log Found config for Forgeable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1675483+00:00 Log Applying corruption outcome: AddsCorruptedAffixon itemID 05-20-31-14-08-03-80-22-58-37-1C-84-10-0E-E3-00-50-77-01-4A-E8-50-09-4F-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1675483+00:00 Log Corruption was successful : True. New item ID: 05-20-31-14-08-03-90-22-58-37-00-C5-10-0E-E3-04-3D-67-00-50-77-01-4A-E8-50-09-4F-00CorruptionOutcomeApplied : AddsCorruptedAffixcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1719068+00:00 Log Found config for Forgeable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1719068+00:00 Log Applying corruption outcome: AddsCorruptedAffixon itemID 05-20-D7-15-09-04-80-4A-50-E9-27-85-40-08-F8-10-33-75-10-3D-B7-10-11-E1-50-26-93-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1729087+00:00 Log Corruption was successful : True. New item ID: 05-20-D7-15-09-04-90-4A-50-E9-00-C6-40-08-F8-54-00-8C-10-33-75-10-3D-B7-10-11-E1-50-26-93-00CorruptionOutcomeApplied : AddsCorruptedAffixcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1749235+00:00 Log Found config for Forgeable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1759270+00:00 Log Applying corruption outcome: AddStandardAffixon itemID 05-36-6A-08-02-04-80-B0-AA-FE-19-85-30-1E-54-20-26-AB-00-12-16-30-55-3E-10-37-66-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1759270+00:00 Log Corruption was successful : True. New item ID: 05-36-6A-08-02-04-90-B0-AA-FE-00-C6-30-1E-54-21-FA-3E-20-26-AB-00-12-16-30-55-3E-10-37-66-00CorruptionOutcomeApplied : AddStandardAffixcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1779261+00:00 Log Found config for Forgeable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1794350+00:00 Log Applying corruption outcome: AddStandardAffixon itemID 05-21-1C-0D-09-04-80-94-15-B8-33-04-20-45-41-00-3A-E8-50-4D-78-10-5B-30-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.1798550+00:00 Log Corruption was successful : True. New item ID: 05-21-1C-0D-09-04-90-94-15-B8-00-45-20-1E-61-20-45-41-00-3A-E8-50-4D-78-10-5B-30-00CorruptionOutcomeApplied : AddStandardAffixcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:26:50.2367739+00:00 Log Found config for IdolAltar UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Boolean, Vector3, Boolean, Boolean, Int32, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Single, Nullable`1, Boolean, CorruptionOutcome) ItemCreationProperties:SpawnItemsForPlayer(Actor, Vector3, PlayerGroup, Int32, ItemSpawnCriteriaProvider) d__43:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:26:50.2377751+00:00 Log Item cannot be corrupted: item Category:IdolAltar corrupted: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Boolean, Vector3, Boolean, Boolean, Int32, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Single, Nullable`1, Boolean, CorruptionOutcome) ItemCreationProperties:SpawnItemsForPlayer(Actor, Vector3, PlayerGroup, Int32, ItemSpawnCriteriaProvider) d__43:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:26:50.2377751+00:00 Log Applying corruption outcome: AddsCorruptedAffixon itemID 05-16-DE-29-04-02-90-A8-90-8E-13-02-44-4C-D4-04-44-89-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Boolean, Vector3, Boolean, Boolean, Int32, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Single, Nullable`1, Boolean, CorruptionOutcome) ItemCreationProperties:SpawnItemsForPlayer(Actor, Vector3, PlayerGroup, Int32, ItemSpawnCriteriaProvider) d__43:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:26:50.2377751+00:00 Log Corruption was successful : True. New item ID: 05-16-DE-29-04-02-90-A8-90-8E-00-43-34-50-0A-44-4C-D4-04-44-89-00CorruptionOutcomeApplied : AddsCorruptedAffixcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Boolean, Vector3, Boolean, Boolean, Int32, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Single, Nullable`1, Boolean, CorruptionOutcome) ItemCreationProperties:SpawnItemsForPlayer(Actor, Vector3, PlayerGroup, Int32, ItemSpawnCriteriaProvider) d__43:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:26:53.9514860+00:00 Warning Missing interactable was targeted by key based interaction. Force updating interactable targets list. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) KeyBasedInteractableTargeting:CycleTargets(Boolean) EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:27:12.3780559+00:00 Log [Shrine Activation] Result Shrine Name: Stun Shrine(Clone) [Players Affected] Result Player Name : You UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShrineLogger:LogShrineActivation(GameObject, GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:27:25.7790743+00:00 Log [Shrine Activation] Result Shrine Name: Meteor Storm Shrine(Clone) [Players Affected] Result Player Name : You UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShrineLogger:LogShrineActivation(GameObject, GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:27:59.1333890+00:00 Log [QA-464852] Changing Active Scene to 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:27:59.1625028+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:27:59.1634883+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:27:59.1790087+00:00 Log Environment manager is initialized in the scene: PCG_Cave UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() LEVegetationManager:OnEnable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:27:59.2446183+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() AwesomeTechnologies.MeshTerrains.MeshTerrainData must be instantiated using the ScriptableObject.CreateInstance method instead of new MeshTerrainData. VegetationStudioMeshTerrainAssigner:AssignTerrainMeshToVegetationSystem() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() [ line 1933169432] 2026-03-30T20:27:59.8245804+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:27:59.8725161+00:00 Warning DetachParticleSystemsOnDeath on v_Shrine Ability 27 Meteor Storm(Clone) was enabled before being returned to the pool UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachParticleSystemsOnDeath:OnEnable() ActorMover:moveActor(Actor, Vector3, Boolean, DisableWhileMoving, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:27:59.8767673+00:00 Log LoadingScreen.OnLocalPlayerInitialized() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:28:00.0033373+00:00 Log [QA-464852] Changing Active Scene to 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:28:01.1158371+00:00 Log LoadingScreen.OnDisable() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:28:01.1158371+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:29:27.4082896+00:00 Warning Unable to fit an item in the inventory. Info: itemSize-(2, 4), inventoryItems-28, inventorySize-(14, 8), context-PICKUP, destination-Equipment->Inventory, amount-1, stackable-False UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32, StackableItemFlags) GroundItemManager:pickupItem(Actor, UInt32, StackableItemFlags) GroundItemLabel:requestPickup() GroundItemLabel:ClickedItem() KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:29:42.1555456+00:00 Warning No valid destination container found in opened panels UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:30:28.8754121+00:00 Warning MeasureTimeScope:CreatePrefabInstance:Time Beast Wings 01 Cyclone Physical Cast VFX took over 3 ms : 5.00ms UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() BaseGenericPrefabInstancePool`1:CreatePrefabInstance() ObjectPool`1:Get() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Vector3, Quaternion, Boolean) AutoPoolManager:InstantiateInternal(GameObject, Vector3, Quaternion, Boolean, Func`2) AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, Boolean) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single, Single) ActorVisualsVFXHandler:CreateTrackedCastingVFX(Ability, Byte, Vector3, Vector3, Single, Single, Boolean, CastingVFXPositioning, CastingVFXSource) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Single, Boolean, CastingVFXPositioning) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Single, Boolean, CastingVFXPositioning, Boolean) UsingAbility:PlayCastingVFX(Ability, AbilityInfo, Vector3, Vector3, Single, Single) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:onExit(State) StateController:switchCurrentState(State) StateController:changeState(State) Stunned:stun(Single, IgnoreImmunityType) Stunned:listenForStunEvent(Single, Single, Single, HitEvents) ProtectionClass:ApplyDamage(DamageStats, DamageSource, Single, Actor, Boolean) DamageStatsHolder:applyDamage(ProtectionClass, Single) HitDetector:hitActor(Actor) HitDetector:hitGameObject(GameObject) 2026-03-30T20:30:29.2777270+00:00 Warning MeasureTimeScope:CreatePrefabInstance:ForgottenKnightAlly 01 Melee VFX took over 3 ms : 3.33ms UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() BaseGenericPrefabInstancePool`1:CreatePrefabInstance() ObjectPool`1:Get() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Vector3, Quaternion, Boolean) AutoPoolManager:InstantiateInternal(GameObject, Vector3, Quaternion, Boolean, Func`2) AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, Boolean) GlobalVFXManager:SendSpawnVfx(VFXRef, Vector3, Quaternion, Boolean, VfxPriority) CreateVfxOnDeath:createObjects() EventUtilities:InvokeEventWithErrorHandling(Action) SelfDestroyer:die() DestroyAfterDuration:OnUpdateTick(Single) LE.CustomUpdate.ManagedLifecycleBehaviour:OnUpdateTickInternal(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2026-03-30T20:30:30.7714009+00:00 Warning MeasureTimeScope:CreatePrefabInstance:Time Beast Tentacles 01 Flower Cast VFX took over 3 ms : 4.33ms UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() BaseGenericPrefabInstancePool`1:CreatePrefabInstance() ObjectPool`1:Get() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Vector3, Quaternion, Boolean) AutoPoolManager:InstantiateInternal(GameObject, Vector3, Quaternion, Boolean, Func`2) AutoPoolManager:instantiate(GameObject, Vector3, Quaternion, Boolean, Boolean) ActorVisualsVFXHandler:CreateCastingVFX(ActorVisuals, Ability, Byte, Vector3, Vector3, Single, Single) ActorVisualsVFXHandler:CreateTrackedCastingVFX(Ability, Byte, Vector3, Vector3, Single, Single, Boolean, CastingVFXPositioning, CastingVFXSource) ActorSync:ReceivePlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Single, Boolean, CastingVFXPositioning) ActorSync:SendPlayCastingVFX(Ability, Byte, Vector3, Vector3, Single, Single, Boolean, CastingVFXPositioning, Boolean) UsingAbility:PlayCastingVFX(Ability, AbilityInfo, Vector3, Vector3, Single, Single) UsingAbility:beginUsingAbility() UsingMultipleAbilitiesAI:beginUsingAbility() UsingAbility:whileActive(Single) UsingAbilityAI:whileActive(Single) StateController:update(Single) StateController:Update() 2026-03-30T20:30:36.2054876+00:00 Warning MeasureTimeScope:CreatePrefabInstance:v_TimebeastHuntmasterAlly 05 Ritual took over 3 ms : 5.82ms UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() BaseGenericPrefabInstancePool`1:CreatePrefabInstance() ObjectPool`1:Get() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Transform, Boolean) AutoPoolManager:instantiate(GameObject, Transform, Boolean, Boolean) AbilitySync:ReceiveCreateVisualsInternal(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Single, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Single, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Ability, Byte, Nullable`1, Single, Boolean, Nullable`1, Nullable`1, Nullable`1, Boolean) AbilitySync:InitAbilitySync() 2026-03-30T20:30:50.6400808+00:00 Warning No open sound defined for Rift Beast Evolution panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelWithArgs(TPanelArgs, Nullable`1) TimeBeastEggsVisuals:OnTryOpen(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:30:53.6358568+00:00 Warning No close sound defined for Rift Beast Evolution panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:ClosePanel(PanelLocation) LE.UI.PanelSystem.PanelSystem:ClosePanel() TimeBeastEvolutionPanelUI:OnConfirmEvolutionButtonClicked() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() Navigable:HandleSubmitInput(SubmitType) d__8:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:30:57.4063021+00:00 Log [QA-464852] Changing Active Scene to 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:30:57.4217968+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:30:57.4634188+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:30:57.5025299+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'PCG_Cave' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:30:57.7486849+00:00 Log Environment manager is initialized in the scene: M_M500 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() LEVegetationManager:OnEnable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:30:57.8852740+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:30:57.8852740+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:30:58.2880767+00:00 Log LoadingScreen.OnLocalPlayerInitialized() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:30:59.1523727+00:00 Log [QA-464852] Changing Active Scene to 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:31:00.8117192+00:00 Log LoadingScreen.OnDisable() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:31:00.8127388+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:31:26.6078170+00:00 Warning MeasureTimeScope:CreatePrefabInstance:v_Champion Mod 03 Lightning Mine took over 3 ms : 11.21ms UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() BaseGenericPrefabInstancePool`1:CreatePrefabInstance() ObjectPool`1:Get() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Transform, Boolean) AutoPoolManager:instantiate(GameObject, Transform, Boolean, Boolean) AbilitySync:ReceiveCreateVisualsInternal(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Single, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Single, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Ability, Byte, Nullable`1, Single, Boolean, Nullable`1, Nullable`1, Nullable`1, Boolean) AbilitySync:InitAbilitySync() 2026-03-30T20:31:28.7019716+00:00 Warning MeasureTimeScope:CreatePrefabInstance:v_ArmoredPhoenix Champion 03 Flamethrower took over 3 ms : 4.36ms UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Utils.MeasureTimeScope:Dispose() BaseGenericPrefabInstancePool`1:CreatePrefabInstance() ObjectPool`1:Get() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericPrefabInstancePool`1:instantiate(Transform, Boolean) AutoPoolManager:instantiate(GameObject, Transform, Boolean, Boolean) AbilitySync:ReceiveCreateVisualsInternal(Boolean, Boolean, Boolean, Boolean, ActorSync, Vector3, Ability, Byte, PositionSyncType, Vector3, Single, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Boolean, Boolean, Boolean, Boolean, Actor, Vector3, Ability, Byte, PositionSyncType, Nullable`1, Single, Boolean, Nullable`1, Nullable`1, Nullable`1) AbilitySync:SendCreateVisuals(Ability, Byte, Nullable`1, Single, Boolean, Nullable`1, Nullable`1, Nullable`1, Boolean) AbilitySync:InitAbilitySync() 2026-03-30T20:31:41.5772814+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToBlackVFXController:FadeIn(Single) PlayerActorSync:SendSyncTransitionFade(Boolean, TransitionFadeType) d__2:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) TransitionFadeTypeExtensions:BeginFade(TransitionFadeType, PlayerActorSync) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__69:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:31:41.7012716+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:31:41.7292988+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:31:41.7292988+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M500' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:31:41.7333089+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:31:41.7373719+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:31:41.7922207+00:00 Log LoadingScreen.OnLocalPlayerInitialized() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:31:41.7932200+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'True to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToBlackVFXController:FadeOut(Single) PlayerActorSync:SendSyncTransitionFade(Boolean, TransitionFadeType) ZoneRestrictedCraftingManager:remove_OnUsesChanged(Action`3) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:31:42.2966112+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:31:43.9107079+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:31:43.9448815+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:31:43.9944379+00:00 Log LoadingScreen.OnDisable() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:31:43.9957156+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:31:44.6507276+00:00 Warning [Transitions] Attempted to end transition 7 but no active transition exists! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SystemLogger:Warning(String) BaseTransitionService:EndTransition(Int32, Boolean) TransitionScope:Dispose() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__28: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__30: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__Unload|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__48:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:31:50.3617575+00:00 Log Input Method Changed to Keyboard UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:Update() 2026-03-30T20:32:00.8834808+00:00 Warning No open sound defined for Confirmation panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(Nullable`1) LE.UI.PanelSystem.d__134`3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.PanelSystem.PanelSystem:OpenModalAsync(TArgs, Nullable`1) d__109:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) StashTabbedUIControls:OpenPurchaseNewTabFromButton() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2026-03-30T20:32:01.6929589+00:00 Warning No close sound defined for Confirmation panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:ClosePanel(PanelLocation) LE.UI.PanelSystem.Modal`2:Close(TResult) LE.UI.PanelSystem.ConfirmationModalBase`2:OnYesButtonClicked() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2026-03-30T20:32:04.6178685+00:00 Warning No open sound defined for Confirmation panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(Nullable`1) LE.UI.PanelSystem.d__134`3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.PanelSystem.PanelSystem:OpenModalAsync(TArgs, Nullable`1) d__101:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) StashTabbedUIControls:ConfigureTab(Int32) UnityEngine.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() 2026-03-30T20:32:08.4937321+00:00 Warning No close sound defined for Confirmation panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:ClosePanel(PanelLocation) LE.UI.PanelSystem.Modal`2:Close(TResult) LE.UI.PanelSystem.ConfirmationModalBase`2:OnYesButtonClicked() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2026-03-30T20:34:07.6685843+00:00 Log Input Method Changed to Controller UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:34:09.9506852+00:00 Warning No open sound defined for Shop panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) OpenShop:OnEnable() PixelCrushers.DialogueSystem.Tools:SetComponentEnabled(Component, Toggle) PixelCrushers.DialogueSystem.Sequencer:HandleSetEnabledInternally(String, String[]) PixelCrushers.DialogueSystem.Sequencer:HandleCommandInternally(String, String[], Single&) PixelCrushers.DialogueSystem.Sequencer:ActivateCommand(String, String, String[]) PixelCrushers.DialogueSystem.Sequencer:PlayCommand(QueuedSequencerCommand, String, Boolean, Single, String, String, String[]) PixelCrushers.DialogueSystem.Sequencer:PlaySequence(String) PixelCrushers.DialogueSystem.ConversationView:StartSubtitle(Subtitle, Boolean, Boolean) PixelCrushers.DialogueSystem.ConversationController:GotoState(ConversationState) PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs) PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object) UnityEngine.Component:SendMessage(String, Object, SendMessageOptions) PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() DialogueSystemNavigable:HandleSubmitInput(SubmitType) d__3:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:34:11.1024173+00:00 Log [Shop Container] Result Item name: Death Grip Champion's Decaying Homunculus Item base ID: 22 Item sub ID: 16 Transaction type: Sale Successful transaction: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShopContainer:LogItemTransaction(ItemDataUnpacked, ItemTransactionType, Boolean) ShopContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean, Boolean) ItemContainersManager:tryManualQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:34:11.7757396+00:00 Log [Shop Container] Result Item name: Assassin's Stout Lagonian Idol of Sparks Item base ID: 28 Item sub ID: 0 Transaction type: Sale Successful transaction: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShopContainer:LogItemTransaction(ItemDataUnpacked, ItemTransactionType, Boolean) ShopContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean, Boolean) ItemContainersManager:tryManualQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:34:15.9447963+00:00 Log [Shop Container] Result Item name: Lucky Osprean Belt of Deflection Item base ID: 2 Item sub ID: 9 Transaction type: Sale Successful transaction: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShopContainer:LogItemTransaction(ItemDataUnpacked, ItemTransactionType, Boolean) ShopContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean, Boolean) ItemContainersManager:tryManualQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:34:16.8123970+00:00 Log [Shop Container] Result Item name: Vigorous Stout Lagonian Idol of Sparks Item base ID: 28 Item sub ID: 0 Transaction type: Sale Successful transaction: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShopContainer:LogItemTransaction(ItemDataUnpacked, ItemTransactionType, Boolean) ShopContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean, Boolean) ItemContainersManager:tryManualQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:34:17.4128323+00:00 Log [Shop Container] Result Item name: Reactive Stout Lagonian Idol of Sparks Item base ID: 28 Item sub ID: 0 Transaction type: Sale Successful transaction: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShopContainer:LogItemTransaction(ItemDataUnpacked, ItemTransactionType, Boolean) ShopContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean, Boolean) ItemContainersManager:tryManualQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:34:19.8791860+00:00 Log [Shop Container] Result Item name: Plated Minor Lagonian Idol of Sparks Item base ID: 26 Item sub ID: 0 Transaction type: Sale Successful transaction: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShopContainer:LogItemTransaction(ItemDataUnpacked, ItemTransactionType, Boolean) ShopContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean, Boolean) ItemContainersManager:tryManualQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:34:20.6837986+00:00 Log [Shop Container] Result Item name: Vigorous Stout Lagonian Idol of Frost Item base ID: 28 Item sub ID: 0 Transaction type: Sale Successful transaction: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShopContainer:LogItemTransaction(ItemDataUnpacked, ItemTransactionType, Boolean) ShopContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean, Boolean) ItemContainersManager:tryManualQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:34:22.0504982+00:00 Log [Shop Container] Result Item name: Lunar Minor Lagonian Idol of Sparks Item base ID: 26 Item sub ID: 0 Transaction type: Sale Successful transaction: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShopContainer:LogItemTransaction(ItemDataUnpacked, ItemTransactionType, Boolean) ShopContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:TryQuickMove(ContainerID, ContainerID, Vector2Int, Boolean, Boolean) ItemContainersManager:tryManualQuickMove(ContainerID, ContainerID, Vector2Int, Boolean) LE.UI.PanelSystem.PanelSystem:TryQuickMove(Vector2Int, ContainerID, TPanel, Boolean&, Boolean) ItemContainerUI:TryQuickMove(Vector2Int, Boolean&) ItemContainerUI:ProcessDropSubmit() ItemContainerUI:HandleSubmitInput(SubmitType) ControllerButtonHoldManager:UpdateButtonsHold() EpochInputManager:Update() 2026-03-30T20:34:22.3357162+00:00 Warning No close sound defined for Shop panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:CloseAllPanels(PanelLocation) LE.UI.PanelSystem.PanelSystem:CloseAllPanels() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:ControllerCloseAllKeyDown() d__16:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:24.6894896+00:00 Warning No open sound defined for Monolith panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.MonolithPanel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) 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) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:34:44.9056463+00:00 Log Processing Monolith RNG, Seed: 1695611075 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:44.9070008+00:00 Log Setting mono objective to Forge UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType, ChainStatus, EchoChainType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:44.9120017+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder: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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:44.9130001+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder: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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:44.9139988+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:49.5417516+00:00 Warning No close sound defined for Monolith panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.MonolithPanel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:CloseAllPanels(PanelLocation) LE.UI.PanelSystem.PanelSystem:CloseAllPanels() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:49.5605435+00:00 Warning Got 98 lazily-init'd (not-preloaded) pools during scene MonolithHub! HolyCastVFX v_ConsecratedGround ConsecratedGroundVisuals Blood Death vfx 01 v_Lunge v_Lunge Physical ElectrifyAilmentVFX FrailtyAilmentVFX Lunge Hit VFX v_Riposte IgniteAilmentVFX ArmourShredAilmentVFX Vengeance Slash VFX Polearms Fire v_DarkBlade vr_DarkBlade Fire v_FrenzySelf v_bolroth 02 stomp AncientOasis02 02 Dash Cast VFX AncientOasis02 01 MeleeBite VFX AncientOasis02 05 TailSwirl Slash Cast VFX v_WengariBerserkerCharge v_Rampancy v_Omen Invincibility EnemySpawnVFX v_RahyehSoldierRanged 01 BowAttack Omen 01v1 Void Tether Beam Cast VFX v_FlameGryphon 00 MeteorLandingDelayer v_Omen 01v1.1 Void Tether Beam Buff PoisonAilmentVFX v_Osprix Zealot Dash Mirror Fracture (enemy killed) FrenzyVFX v_Omen 02 Aura Buff v_Omen 01v1.2 Void Explosions Omen 01v1.2 Void Projectile Indicator Omen 01v1.3 Void Explosion VFX v_SapphireNagasa 04 WaterArrow v_Omen 04v1.0 Void Denial Starter v_Omen 04v1.1 Void Denial SlowAilmentVFX v_Omen 05 Taunt Omen 04v1.2 Void Denial Explosion VFX EmeraldNagasa 03.2 CastingVFX FlameGryphon 03 FireSwipe IndicatorVFX v_FlameGryphon 03 FlameSwipe v_FlameGryphon 02 Dash Vengeance Slash VFX Fire Omen 03 Sacrifice Hit VFX Omen 07v1.2 Void Teleport Cast VFX Omen 06 Void Lines Indicator VFX ShrineStunAilmentVFX LargeTempleConstruct 04 SplittingProjectiles cast vfx v_Champion Mod 01 Necrotic Circle v_LargeTempleConstructChampion 02 SplittingProjectiles v_LargeTempleConstructChampion 02.21 Delayer LargeTempleConstruct 04 SplittingProjectiles explosion vfx v_LargeTempleConstructChampion 02.1 Square Projectiles v_LargeTempleConstructChampion 02.11 RightSquareProjectiles LargeTempleConstruct 03 SummonCrystal Indicator vfx LargeTempleConstructChampion 02.22 Square Explosion VFX v_LargeTempleConstructChampion 01 SummonCrystal SoulCage Ground Slam VFX v_LargeTempleConstruct 03.2 Beam Temple Construct Death vfx v_Shrine Ability 27 Meteor Storm v_Shrine Ability 27.1 Meteors Projectile MeteorOnDeathHolyVFX v_GuardianAura EnrageVFX v_TimebeastHuntmasterAlly 02 BowShot v_Giant T_Rex 03 Primeval Bellow Giant T_Rex 03 Primeval Bellow Buff VFX Bug Death vfx 01 v_BrackishSalamander 02.1 WaterProjectile v_Vine Walker 02 Poison Projectile Vine Walker 02 Poison Projectile Indicator VFX Vine Walker 02 Explosion VFX v_Giant T_Rex 02 Bulldoze Damage v_SwampFiend 10 Thorns v_spiritThorns Physical Thorn v_bolroth 03 rampage Wood Death vfx 01 DamageBoostVFX Time Beast Wings 01 Cyclone Physical Cast VFX ForgottenKnightAlly 01 Melee VFX Time Beast Tentacles 01 Flower Cast VFX v_Time Beast Tentacles 01 Flower Spit Time Beast Tentacles 01 Flower Projectile Explosion VFX v_TimebeastHuntmasterAlly 06 NetArrow v_TimebeastHuntmasterAlly 05 Ritual v_Time Beast Wings 01 Cyclone v_Time Beast Wings 01.1 Cyclone Empty Armored Phoenix Flamethrower cast vfx v_Champion Mod 03 Lightning Mine ShockAilmentVFX v_ArmoredPhoenix Champion 03 Flamethrower v_ArmoredPhoenix Champion 02 Feathers ArmoredPhoenixFeathersExplosionVFX UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:49.5605435+00:00 Log LoadingScreen.OnBeforeSceneLoaded(M_F20, Additive) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:49.5616815+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:49.6805702+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:34:49.6819085+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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 10 Unused Serialized files (Serialized files now loaded: 508) Unloading 25828 unused Assets to reduce memory usage. Loaded Objects now: 1236147. Total: 4210.487500 ms (FindLiveObjects: 674.013500 ms CreateObjectMapping: 153.522200 ms MarkObjects: 3189.227700 ms DeleteObjects: 193.723300 ms) 2026-03-30T20:34:54.4741186+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:34:54.4877608+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:34:54.4931914+00:00 Log LoadingScreen.OnSceneLoaded(M_F20, Additive M_F20) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:34:54.4944138+00:00 Log LoadingScreen.OnSceneLoaded(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:34:54.4966503+00:00 Log [QA-464852] Changing Active Scene to 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:34:54.4976980+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:34:54.5010275+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:34:54.5135439+00:00 Log Environment manager is initialized in the scene: M_F20 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() LEVegetationManager:OnEnable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:34:54.5503374+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:34:54.5503374+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:34:54.6735339+00:00 Log Time to Additive load 'M_F20' 5.13 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:34:54.7321052+00:00 Log Resetting the reward lists for 0337173 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:34:54.7356470+00:00 Log [QA-464852] Changing Active Scene to 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:34:54.7555068+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_F20) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:34:54.7578911+00:00 Warning Ignoring duplicate call to disable loading screen UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:34:54.7779371+00:00 Log 0 :: [0, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:34:54.7779371+00:00 Log 1 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:34:54.7790497+00:00 Log 2 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:34:54.7790497+00:00 Log 3 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:34:54.7790497+00:00 Log 4 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:34:54.7790497+00:00 Log 5 :: [1, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:34:54.7800488+00:00 Log 6 :: [0, 0, 0, 0] UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Config:AddWavesFromActorsPool(Int32, ObserverWindowData, ActorEraPool, Single) Config:CreateForEraDifferentThan(WindowType, Era, Nullable`1, UserIdentity) RandomEncounterPlacer:PlaceRandomEncounters(Scene, Level, Context, PlacementConfig) d__85:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ShrinePlacementManager:SpawnShrinesAndRandomEncounters(Boolean, Single, Boolean, Level) ShrinePlacementManager:Start() 2026-03-30T20:34:55.2922124+00:00 Log [QA-464852] Changing Active Scene to 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh name "paper_Low" UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) ShrineVisualsCreator:Start() [ line 1933171752] Cannot initialize Cloth: Unable to extract collision mesh. UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) ShrineVisualsCreator:Start() [ line 1933172280] CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh name "paper_Low" UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) ShrineVisualsCreator:Start() [ line 1933171752] Cannot initialize Cloth: Unable to extract collision mesh. UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) ShrineVisualsCreator:Start() [ line 1933172280] 2026-03-30T20:34:55.4758215+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:34:55.8683807+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:34:55.8716512+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:34:55.8741505+00:00 Log LoadingScreen.OnDisable(M_F20) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:34:55.8756569+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() The referenced script on this Behaviour (Game Object '') is missing! 2026-03-30T20:34:59.3486481+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: Cache Click Listener UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:34:59.4051526+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: ANIM_Base_Chest_Close UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) OneShotCacheEncounter:OpenOneShotCacheVisualsForPlayer(Actor, Int32, Int32, Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:34:59.4092548+00:00 Log MainPlayer(Clone) (UnityEngine.GameObject) triggered: On Opened UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ConditionHandler:TryTriggerInteraction(GameObject) OneShotCacheInteractableObject:Open(Boolean) OneShotCacheEncounter:OpenOneShotCacheVisualsForPlayer(Actor, Int32, Int32, Boolean) <>c__DisplayClass24_0:b__0(Actor) EpochExtensions:IterateAllElements(List`1, Action`1) d__24:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:35:23.0078614+00:00 Warning No open sound defined for Nemesis panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) NemesisEncounter:AttemptOpenNemesisPanelOnClient() ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:35:27.8268537+00:00 Warning No close sound defined for Nemesis panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:CloseAllPanels(PanelLocation) LE.UI.PanelSystem.PanelSystem:CloseAllPanels() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:CloseAll(Boolean, Boolean, Boolean, Boolean, Boolean) NemesisPanel:EmpowerPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() Navigable:HandleSubmitInput(SubmitType) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:35:39.0954788+00:00 Warning DetachParticleSystemsOnDeath on v_Crystal Dragon Champion (Clone) was enabled before being returned to the pool UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachParticleSystemsOnDeath:OnEnable() Spawner:SpawnOneImmediately() ImmediateSpawnStrategy:Step() BaseSteppedQueue:DoSingleStep() AmortizedSteppedQueue:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2026-03-30T20:35:39.1013554+00:00 Error DestroyOnVisualsDeath on Blood Explosion Event Mod VFX(Clone) could not find an ActorVisuals reference on sync v_Crystal Dragon Champion (Clone). findActorVisualsInParent is True. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) DestroyOnVisualsDeath:FindAndSubscribeToActorVisuals() 2026-03-30T20:35:46.8999804+00:00 Log [Shrine Activation] Result Shrine Name: Bee Shrine(Clone) [Players Affected] Result Player Name : You UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShrineLogger:LogShrineActivation(GameObject, GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:35:57.7637692+00:00 Log CastOnEmerge: Actor Omen (Fire)(Clone) is casting ability Omen 00 Phase 1 Buff on emerge UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CastOnEmerge:OnStartedEmerging(Boolean) Emerging:startEmerging() StateController:forceChangeState(State) Emerging:initialise() StateController:update(Single) StateController:Update() 2026-03-30T20:35:57.7647685+00:00 Log CastOnEmerge: Actor Omen (Fire)(Clone) is casting ability Omen Invincibility on emerge UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CastOnEmerge:OnStartedEmerging(Boolean) Emerging:startEmerging() StateController:forceChangeState(State) Emerging:initialise() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4304012+00:00 Log Found config for Forgeable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4328587+00:00 Log Applying corruption outcome: AddsCorruptedAffixon itemID 05-36-56-01-24-04-80-7B-E4-C8-1D-04-51-7B-C6-30-19-3E-00-34-71-00-5F-6F-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4333648+00:00 Log Corruption was successful : True. New item ID: 05-36-56-01-24-04-90-7B-E4-C8-00-45-43-F4-9F-51-7B-C6-30-19-3E-00-34-71-00-5F-6F-00CorruptionOutcomeApplied : AddsCorruptedAffixcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4353718+00:00 Log Found config for Forgeable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4363732+00:00 Log Applying corruption outcome: CorruptSubTypeAddCorruptedon itemID 05-78-B7-14-06-04-80-DE-B0-70-25-04-10-3D-66-20-1A-0D-50-0A-36-00-50-38-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4363732+00:00 Log Corruption was successful : True. New item ID: 05-78-B7-14-11-04-90-DE-B0-70-00-45-24-3D-6D-10-3D-66-20-1A-0D-50-0A-36-00-50-38-00CorruptionOutcomeApplied : CorruptSubTypeAddCorruptedcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4398827+00:00 Log Found config for Forgeable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4408890+00:00 Log Applying corruption outcome: CorruptSubTypeAddCorruptedon itemID 05-7F-7F-14-05-04-80-68-AF-98-24-85-30-0D-61-40-21-79-00-46-7A-10-11-78-30-5A-85-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4408890+00:00 Log Corruption was successful : True. New item ID: 05-7F-7F-14-11-04-90-68-AF-98-00-C6-30-0D-61-04-3E-43-40-21-79-00-46-7A-10-11-78-30-5A-85-00CorruptionOutcomeApplied : CorruptSubTypeAddCorruptedcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4438864+00:00 Log Found config for Forgeable UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4438864+00:00 Log Applying corruption outcome: AddStandardAffixon itemID 05-28-8D-00-26-04-80-FA-ED-C6-31-04-11-F5-90-10-07-75-40-2D-7F-61-70-C3-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4448897+00:00 Log Corruption was successful : True. New item ID: 05-28-8D-00-26-04-90-FA-ED-C6-00-45-40-01-72-11-F5-90-10-07-75-40-2D-7F-61-70-C3-00CorruptionOutcomeApplied : AddStandardAffixcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:initialiseRandomCorruptedItemData(Boolean, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32, Int32, Int32, Boolean, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Nullable`1, IEnumerable`1) ObserverWindowLogic:DropItemRewards(Vector3&, Vector3&) ObserverWindowLogic:DropAllRewards() ObserverWindowLogic:EndEncounter(Boolean, Boolean) ObserverWindowLogic:OnDyingDeathEvent(Dying) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) Dying:onEnter() StateController:changeState(State) State:TryToEnter() StateController:update(Single) StateController:Update() 2026-03-30T20:36:23.4816867+00:00 Log Found config for IdolAltar UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:TryGetCorruptionConfig(CorruptionCategoryConfig&, Boolean&) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Boolean, Vector3, Boolean, Boolean, Int32, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Single, Nullable`1, Boolean, CorruptionOutcome) ItemCreationProperties:SpawnItemsForPlayer(Actor, Vector3, PlayerGroup, Int32, ItemSpawnCriteriaProvider) d__43:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:36:23.4816867+00:00 Log Item cannot be corrupted: item Category:IdolAltar corrupted: True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Boolean, Vector3, Boolean, Boolean, Int32, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Single, Nullable`1, Boolean, CorruptionOutcome) ItemCreationProperties:SpawnItemsForPlayer(Actor, Vector3, PlayerGroup, Int32, ItemSpawnCriteriaProvider) d__43:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:36:23.4816867+00:00 Log Applying corruption outcome: AddStandardAffixon itemID 05-20-7C-29-01-02-90-BF-6B-2C-10-02-34-45-FD-44-4D-33-00 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Boolean, Vector3, Boolean, Boolean, Int32, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Single, Nullable`1, Boolean, CorruptionOutcome) ItemCreationProperties:SpawnItemsForPlayer(Actor, Vector3, PlayerGroup, Int32, ItemSpawnCriteriaProvider) d__43:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:36:23.4826861+00:00 Log Corruption was successful : True. New item ID: 05-20-7C-29-01-02-90-BF-6B-2C-00-43-54-4C-B0-34-45-FD-44-4D-33-00CorruptionOutcomeApplied : AddStandardAffixcorrupted : True UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ItemData:ApplyCorruptionOutcome(Actor, WeightedCorruptionOutcome, Int32&, Int32&, Boolean&) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Boolean, Vector3, Boolean, Boolean, Int32, Int32, Nullable`1, Int32, Boolean, LegendaryType, Boolean, Nullable`1, Single, Nullable`1, Boolean, CorruptionOutcome) ItemCreationProperties:SpawnItemsForPlayer(Actor, Vector3, PlayerGroup, Int32, ItemSpawnCriteriaProvider) d__43:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:36:38.9087026+00:00 Log [Shrine Activation] Result Shrine Name: Primal Lightning Shrine(Clone) [Players Affected] Result Player Name : You UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShrineLogger:LogShrineActivation(GameObject, GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:37:39.4169047+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToBlackVFXController:FadeIn(Single) PlayerActorSync:SendSyncTransitionFade(Boolean, TransitionFadeType) d__2:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) TransitionFadeTypeExtensions:BeginFade(TransitionFadeType, PlayerActorSync) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__69:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:37:39.5676061+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:37:39.5744097+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:37:39.5754216+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_F20' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:37:39.5774636+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:37:39.5788195+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:37:39.6093613+00:00 Log LoadingScreen.OnLocalPlayerInitialized() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:37:39.6103616+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'True to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToBlackVFXController:FadeOut(Single) PlayerActorSync:SendSyncTransitionFade(Boolean, TransitionFadeType) ZoneRestrictedCraftingManager:remove_OnUsesChanged(Action`3) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:37:39.6753134+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:37:39.7413541+00:00 Warning [Transitions] Attempted to end transition 9 but no active transition exists! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SystemLogger:Warning(String) BaseTransitionService:EndTransition(Int32, Boolean) TransitionScope:Dispose() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__28: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__30: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__Unload|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__48:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:37:39.9900989+00:00 Log LoadingScreen.OnDisable() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:37:39.9900989+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:37:39.9928846+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Closing file archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS Could not open file archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS for read async texture load: failed to load Oasis_Enemy_2_Normal from archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS Closing file archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS Could not open file archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS for read async texture load: failed to load Oasis_Enemy_2_AlbedoTransparency from archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS Closing file archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS Could not open file archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS for read async texture load: failed to load Oasis_Enemy_2_MetallicSmoothnessAO from archive:/CAB-1ebb3abbbb2f68229212486be4bca484/CAB-1ebb3abbbb2f68229212486be4bca484.resS Closing file archive:/CAB-6ee100c26217a3c614bfaa7c406aaa7c/CAB-6ee100c26217a3c614bfaa7c406aaa7c.resS Could not open file archive:/CAB-6ee100c26217a3c614bfaa7c406aaa7c/CAB-6ee100c26217a3c614bfaa7c406aaa7c.resS for read async texture load: failed to load DarkBat_Specular from archive:/CAB-6ee100c26217a3c614bfaa7c406aaa7c/CAB-6ee100c26217a3c614bfaa7c406aaa7c.resS Closing file archive:/CAB-6ee100c26217a3c614bfaa7c406aaa7c/CAB-6ee100c26217a3c614bfaa7c406aaa7c.resS Could not open file archive:/CAB-6ee100c26217a3c614bfaa7c406aaa7c/CAB-6ee100c26217a3c614bfaa7c406aaa7c.resS for read async texture load: failed to load IceBat_Diffuse from archive:/CAB-6ee100c26217a3c614bfaa7c406aaa7c/CAB-6ee100c26217a3c614bfaa7c406aaa7c.resS 2026-03-30T20:37:40.6115076+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:38:10.8551439+00:00 Warning No open sound defined for Monolith panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.MonolithPanel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) 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) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:38:17.5598849+00:00 Log Processing Monolith RNG, Seed: 1695823729 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:17.5613884+00:00 Log Setting mono objective to Spires UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType, ChainStatus, EchoChainType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:17.5653932+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder: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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:17.5666788+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder: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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:17.5676877+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:24.3102279+00:00 Warning No close sound defined for Monolith panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.MonolithPanel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:CloseAllPanels(PanelLocation) LE.UI.PanelSystem.PanelSystem:CloseAllPanels() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:24.3264765+00:00 Warning Got 43 lazily-init'd (not-preloaded) pools during scene MonolithHub! v_IceBatBreath v_Champion Mod 07 Blood Explosion Delayer v_Crystal Dragon Champion 03 Arcing Crystal CrystalSacredBloom indicator NemesisSoldierBlood 04.3 Explosion VFX CrystalSacredBloom explosion VFX v_SwampFiend 03 Vomit Swamp Fiend Leap Slam VFX Omen 01v2 Fire Tether Beam Cast VFX v_Omen 01v2.1 Fire Tether Beam Buff v_SwampFiend 05 Undead BoneProjectile v_Imperial Pyromancer 01 Fire Hungering Soul Variant BleedAilmentVFX v_Omen 01v2.2 Fire ball delayer Swamp Fiend Undead Leap Slam VFX v_Omen 01v2.3 Fire ball v_Swamp Fiend 04 Spike Delayer SoulCage Ground Slam Indicator VFX Swamp Fiend Bone Spikes VFX v_HorridSlime 02 PoisonBoneSpike v_Omen 04v2.0 Fire Denial Starter v_Omen 04v2.1 Fire Denial Dust and Small Pieces 1 v_SoulCage 02 SpiritBeam Omen 07v2 Fire Teleport Cast VFX v_Shrine Ability Character Abilities LightningOnDeathVFX Adrift Meruna Water Attack Casting VFX Bug Death vfx 02 - smaller Giant Crab 01 LightningBeamCastVFX v_Giant Crab 01 LightningBeamWarning Giant Crab 01.1 LightningBeamVFX Fake LightningCastVFX v_poisonCloudProjectile v_TentacleMonsterProjectile v_poisonCloud MerunaSirenWaterProjectileCastVFX v_MerunaSirenWaterProjectile WaterExplosionVFX MerunaSirenWaveCastVFX v_MerunaOgreWaterTrenchAttack 1 v_MerunaSirenWave v_HighCritChanceUntilApproached UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:24.3274730+00:00 Log LoadingScreen.OnBeforeSceneLoaded(M_M360, Additive) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:24.3274730+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:38:24.4316927+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:38:24.4330668+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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: 522) Unloading 4347 unused Assets to reduce memory usage. Loaded Objects now: 1247541. Total: 987.505500 ms (FindLiveObjects: 112.325600 ms CreateObjectMapping: 117.886100 ms MarkObjects: 745.870200 ms DeleteObjects: 11.422500 ms) 2026-03-30T20:38:25.7526797+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:38:25.7536800+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:38:25.7546773+00:00 Log LoadingScreen.OnSceneLoaded(M_M360, Additive M_M360) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:38:25.7546773+00:00 Log LoadingScreen.OnSceneLoaded(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:38:25.7546773+00:00 Log Storing variant 'M_M360_FoggyDarker' for scene 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:38:25.7576768+00:00 Log [QA-464852] Changing Active Scene to 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:38:25.7586858+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:38:25.7586858+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:38:25.7621908+00:00 Log Environment manager is initialized in the scene: M_M360 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() LEVegetationManager:OnEnable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:38:25.7851138+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:38:25.7861137+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:38:25.8068176+00:00 Log Time to Additive load 'M_M360' 1.50 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:38:25.9343442+00:00 Log Resetting the reward lists for 0337173 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:38:25.9353421+00:00 Log [QA-464852] Changing Active Scene to 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:38:25.9451142+00:00 Log LoadingScreen.OnLocalPlayerInitialized(M_M360) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:38:25.9461140+00:00 Warning Ignoring duplicate call to disable loading screen UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:38:25.9490910+00:00 Warning No AutoPoolPreloaderConfiguration found for scene M_M360. Please ensure that the AutoPoolPreloader component of the ZoneManager object has a configuration. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolPreloader:Start() 2026-03-30T20:38:26.9117531+00:00 Log [QA-464852] Changing Active Scene to 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() CollisionMeshData couldn't be created because the mesh has been marked as non-accessible. Mesh name "paper_Low" UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) ShrineVisualsCreator:Start() [ line 1933171752] Cannot initialize Cloth: Unable to extract collision mesh. UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) ShrineVisualsCreator:Start() [ line 1933172280] 2026-03-30T20:38:26.9726017+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:38:27.4103245+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:38:27.4118306+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:38:27.4118306+00:00 Log LoadingScreen.OnDisable(M_M360) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:38:27.4118306+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "09 Wengari Spire(Clone)/sync v_09 Wengari Spire (Clone)/v_09 Wengari Spire (Clone)/WengariSpire/Physics/Antlers_3 (1)/Antlers_3 (1)" 2026-03-30T20:39:22.0339456+00:00 Error DestroyOnVisualsDeath on Ember Meteor Event Mod VFX(Clone) could not find an ActorVisuals reference on sync v_MerunaSiren Champion (Clone). findActorVisualsInParent is True. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) DestroyOnVisualsDeath:FindAndSubscribeToActorVisuals() 2026-03-30T20:39:37.7786959+00:00 Log [Shrine Activation] Result Shrine Name: Warpath Shrine(Clone) [Players Affected] Result Player Name : You UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ShrineLogger:LogShrineActivation(GameObject, GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "09 Wengari Spire(Clone)/sync v_09 Wengari Spire (Clone)/v_09 Wengari Spire (Clone)/WengariSpire/Physics/Antlers_3 (1)/Antlers_3 (1)" 2026-03-30T20:39:52.3755912+00:00 Warning PrefabInstancePool for prefab _Ground Item Rarity VFX Base v2 (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. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) BasePrefabInstancePool:DoExhaustedWarningImmediately() BaseGenericPrefabInstancePool`1:GetInstanceFromPool() BaseGenericAutoPoolSubscriber`2:instantiate(Vector3, Quaternion, Boolean) GroundItemVisualsManager:SpawnGroundItem(SpawnGroundItemArgs&) d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.Internal.ContinuationQueue:RunCore() 2026-03-30T20:39:53.4951466+00:00 Warning PrefabInstancePool for prefab _Ground Item Rarity VFX Base v2 (UnityEngine.GameObject) was exhausted! The SoftMin/SoftMax have been increased to 12/22 instances. If this occurred during typical gameplay, consider increasing the requested counts. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:40:05.8075072+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToBlackVFXController:FadeIn(Single) PlayerActorSync:SendSyncTransitionFade(Boolean, TransitionFadeType) d__2:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) TransitionFadeTypeExtensions:BeginFade(TransitionFadeType, PlayerActorSync) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__69:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:40:05.9596787+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:05.9626959+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:05.9636962+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_M360' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:05.9657943+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:05.9677937+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:06.0008707+00:00 Warning DetachParticleSystemsOnDeath on v_Shrine Ability Character Abilities(Clone) was enabled before being returned to the pool UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachParticleSystemsOnDeath:OnEnable() ActorMover:moveActor(Actor, Vector3, Boolean, DisableWhileMoving, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:06.0028720+00:00 Warning DetachParticleSystemsOnDeath on vr_WarpathPhysicalSword(Clone) was enabled before being returned to the pool UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DetachParticleSystemsOnDeath:OnEnable() ActorMover:moveActor(Actor, Vector3, Boolean, DisableWhileMoving, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:06.0043831+00:00 Log LoadingScreen.OnLocalPlayerInitialized() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:06.0053962+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'True to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToBlackVFXController:FadeOut(Single) PlayerActorSync:SendSyncTransitionFade(Boolean, TransitionFadeType) ZoneRestrictedCraftingManager:remove_OnUsesChanged(Action`3) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:40:06.2116562+00:00 Log [QA-464852] Changing Active Scene to 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:40:06.2953279+00:00 Warning [Transitions] Attempted to end transition 11 but no active transition exists! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SystemLogger:Warning(String) BaseTransitionService:EndTransition(Int32, Boolean) TransitionScope:Dispose() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__28: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__30: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__Unload|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__48:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:40:06.5192219+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Closing file archive:/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c.resS Could not open file archive:/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c.resS for read async texture load: failed to load Antlers_3_diffuse from archive:/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c.resS 2026-03-30T20:40:06.5592703+00:00 Log LoadingScreen.OnDisable() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:40:06.5592703+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Closing file archive:/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c.resS Could not open file archive:/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c.resS for read async texture load: failed to load Antlers_3_normal from archive:/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c/CAB-77cd05ef0724266ed6b0e31e7c9d8f7c.resS 2026-03-30T20:40:06.9905727+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:40:23.2346247+00:00 Warning DOTWEEN ► Max Tweens reached: capacity has automatically been increased from 200/50 to 500/50. Use DOTween.SetTweensCapacity to set it manually at startup UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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, Color, Single) DG.Tweening.DOTweenAnimation:CreateTween() DG.Tweening.DOTweenAnimation:Awake() SkillTree:open() SkillsTreesUIManager:OpenSkillTree(Ability) SpecialisedAbilityIcon:clicked() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:40:38.0306514+00:00 Log Input Method Changed to Keyboard UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:Update() 2026-03-30T20:40:38.9629806+00:00 Log Input Method Changed to Controller UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() 2026-03-30T20:41:01.7276404+00:00 Warning No open sound defined for Monolith panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.MonolithPanel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) 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) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:41:06.1564683+00:00 Log Processing Monolith RNG, Seed: 1695992325 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:06.1564683+00:00 Log Setting mono objective to Nemesis UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.MonolithRNGManager:ChooseObjectiveType(MonolithInformation, IslandType, ChainStatus, EchoChainType) LE.Gameplay.Monolith.MonolithRNGManager:GatherNextLevel(MonolithInformation, MonolithRun) MonolithRunsManager:StartRun(TimelineID, Int32, Int32) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:06.1584801+00:00 Log EchoLoadingStatusUI.OnStateChange None -> Overlay UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder: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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:06.1594768+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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.AsyncUniTaskVoidMethodBuilder: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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:06.1594768+00:00 Log EchoLoadingStatusUI.OnEchoLoadingStarted UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:11.6933129+00:00 Warning No close sound defined for Monolith panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.MonolithPanel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:CloseAllPanels(PanelLocation) LE.UI.PanelSystem.PanelSystem:CloseAllPanels() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:11.7098594+00:00 Warning Got 24 lazily-init'd (not-preloaded) pools during scene MonolithHub! Draal Worker Indicator Draal Worker Bite VFX 2 v_DraalWorker 03 HoneyProjectile Draal Worker Honey Explosion CapsuleMan cast vfx v_Spire Invicibility Ice Whirlwind Cast VFX v_DesertSerpent 04 Sand Poison Twister v_Spire 09.1 Ice Whirlwind Projectile Wengari Spire Indicator v_WengariRaiderBossAxeThrow v_Spire 09.2 Ice Whirlwind Damage v_HorridSlimeWater 02 IceBoneSpike v_DesertSerpent 01 Poison Shots v_DesertSerpent 03 SandDash DesertSerpent 02 Melee Strike VFX v_Warpath vr_WarpathPhysicalSword FamiliarRagePrepareResurrectVFX v_FamiliarRage FamiliarRageResurrectVFX TreeNode_Particles EnergyNoiseParticleSystem ShockwaveOutParticleSystem UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AutoPoolManager:DoWarningForLazilyCreatedPools(String) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:11.7108598+00:00 Log LoadingScreen.OnBeforeSceneLoaded(WE516, Additive) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:11.7108598+00:00 Log LoadingScreen.OnBeforeSceneLoaded assign sceneDetails UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneLoaded(String, String, LoadSceneMode) EventUtilities:InvokeEventWithErrorHandling(Action`3, TArg1, TArg2, TArg3) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode, String) LE.Gameplay.Monolith.<g__Load|2>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__Load|2() LE.Gameplay.Monolith.d__29:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:AttemptStartRun(PlayerActorSync, TimelineID, Int32) MonolithTimelinePanelManager:TravelButtonClicked() MonolithTimelinePanelManager:HandleSubmitInput(SubmitType) d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:41:11.8223368+00:00 Log EchoLoadingStatusUI.OnStateChange Overlay -> Full UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:41:11.8233667+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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 15 Unused Serialized files (Serialized files now loaded: 515) Unloading 7816 unused Assets to reduce memory usage. Loaded Objects now: 1273563. Total: 1038.553800 ms (FindLiveObjects: 125.031100 ms CreateObjectMapping: 123.802900 ms MarkObjects: 776.790300 ms DeleteObjects: 12.928600 ms) 2026-03-30T20:41:13.3188400+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:41:13.3249831+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) 2026-03-30T20:41:13.3264894+00:00 Log LoadingScreen.OnSceneLoaded(WE516, Additive WE516) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:41:13.3264894+00:00 Log LoadingScreen.OnSceneLoaded(False) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnSceneLoaded(String, LoadSceneMode) LE.Networking.ActionExtensions:InvokeEventWithErrorHandling(Action`2, T0, T1) ClientSceneService:FinalizeSceneLoad(String, LoadSceneMode) ClientSceneService:OnPostLoadScene(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:41:13.3264894+00:00 Log [QA-464852] Changing Active Scene to 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:41:13.3274913+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:41:13.3284908+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'M_Rest' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:41:13.3416799+00:00 Log Environment manager is initialized in the scene: WE516 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() LEVegetationManager:OnEnable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) LE.Gameplay.Monolith.<>c__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:41:13.3646879+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:41:13.3661919+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__DisplayClass29_0:g__OnSceneLoaded|3(Scene, LoadSceneMode) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) 2026-03-30T20:41:13.3898670+00:00 Log Time to Additive load 'WE516' 1.70 s UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:41:13.4342690+00:00 Log Resetting the reward lists for 0337173 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:41:13.4352683+00:00 Log [QA-464852] Changing Active Scene to 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:41:13.4437806+00:00 Log LoadingScreen.OnLocalPlayerInitialized(WE516) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:41:13.4447806+00:00 Warning Ignoring duplicate call to disable loading screen UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Gameplay.Monolith.d__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__29: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__47:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:41:14.0446681+00:00 Log [QA-464852] Changing Active Scene to 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:41:14.0992380+00:00 Log EchoLoadingStatusUI.OnEchoLoadingFinished UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__63:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:41:14.0992380+00:00 Log Input Method Changed to Keyboard UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:Update() 2026-03-30T20:41:14.6371325+00:00 Log EchoLoadingStatusUI.OnStateChange Full -> None UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:41:14.6384041+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() 2026-03-30T20:41:14.6384041+00:00 Log LoadingScreen.OnDisable(WE516) UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:41:14.6384041+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:41:16.5702827+00:00 Log Input Method Changed to Controller UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() 2026-03-30T20:41:28.6453865+00:00 Error DestroyOnVisualsDeath on Ember Meteor Event Mod VFX(Clone) could not find an ActorVisuals reference on sync v_Giant T_Rex Champion (Clone). findActorVisualsInParent is True. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) DestroyOnVisualsDeath:FindAndSubscribeToActorVisuals() 2026-03-30T20:42:19.7529859+00:00 Warning No open sound defined for Nemesis panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) NemesisEncounter:AttemptOpenNemesisPanelOnClient() ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:42:20.7660630+00:00 Warning No close sound defined for Nemesis panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:CloseAllPanels(PanelLocation) LE.UI.PanelSystem.PanelSystem:CloseAllPanels() UIBase:closeAll(Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean, Boolean) UIBase:CloseAll(Boolean, Boolean, Boolean, Boolean, Boolean) NemesisPanel:EmpowerPressed() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() Navigable:HandleSubmitInput(SubmitType) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:42:29.7195250+00:00 Warning Missing interactable was targeted by key based interaction. Force updating interactable targets list. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) KeyBasedInteractableTargeting:CycleTargets(Boolean) EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Uploading Crash Report 2026-03-30T20:42:43.4934585+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at ItemContainerUI.Container_ItemRemoved (System.Object sender, ItemContainerEntryHandler e) [0x00000] in <00000000000000000000000000000000>:0 at ItemContainer.RemoveItem (ItemContainerEntry entry, Context context) [0x00000] in <00000000000000000000000000000000>:0 at ItemContainer.Clear () [0x00000] in <00000000000000000000000000000000>:0 at TradingContainerBase.Populate (System.Int32 shopItemQuantity) [0x00000] in <00000000000000000000000000000000>:0 at TradingContainerBase.AttemptRepopulate (System.Boolean force) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.MovePlayer (PlayerActorSync player, LE.Gameplay.Monolith.MonolithUserLocation destination, System.Int32 gate, PlayerActorSync moveToPlayer, System.Boolean useFadeTransition, System.Boolean isDefaultTransition) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.MovePlayer (PlayerActorSync player, LE.Gameplay.Monolith.MonolithUserLocation destination, System.Int32 gate, PlayerActorSync moveToPlayer, System.Boolean useFadeTransition, System.Boolean isDefaultTransition) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalLogicController.OnAttemptUse (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.ReceiveAttemptUse (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.SendAttemptUse () [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at KeyBasedInteractableTargeting.TryTargetInteraction () [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.UpdateInteractableTarget () [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [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 LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalLogicController.OnAttemptUse (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.ReceiveAttemptUse (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.SendAttemptUse () [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at KeyBasedInteractableTargeting.TryTargetInteraction () [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.UpdateInteractableTarget () [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) LE.Gameplay.Monolith.d__69:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() Uploading Crash Report 2026-03-30T20:42:47.4859607+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at ItemContainerUI.Container_ItemRemoved (System.Object sender, ItemContainerEntryHandler e) [0x00000] in <00000000000000000000000000000000>:0 at ItemContainer.RemoveItem (ItemContainerEntry entry, Context context) [0x00000] in <00000000000000000000000000000000>:0 at ItemContainer.Clear () [0x00000] in <00000000000000000000000000000000>:0 at TradingContainerBase.Populate (System.Int32 shopItemQuantity) [0x00000] in <00000000000000000000000000000000>:0 at TradingContainerBase.AttemptRepopulate (System.Boolean force) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.MovePlayer (PlayerActorSync player, LE.Gameplay.Monolith.MonolithUserLocation destination, System.Int32 gate, PlayerActorSync moveToPlayer, System.Boolean useFadeTransition, System.Boolean isDefaultTransition) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.MovePlayer (PlayerActorSync player, LE.Gameplay.Monolith.MonolithUserLocation destination, System.Int32 gate, PlayerActorSync moveToPlayer, System.Boolean useFadeTransition, System.Boolean isDefaultTransition) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalLogicController.OnAttemptUse (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.ReceiveAttemptUse (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.SendAttemptUse () [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at KeyBasedInteractableTargeting.TryTargetInteraction () [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.UpdateInteractableTarget () [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [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 LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalLogicController.OnAttemptUse (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.ReceiveAttemptUse (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0 at Networking.Multiplayer.Interactables.Portals.PortalSync.SendAttemptUse () [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0 at KeyBasedInteractableTargeting.TryTargetInteraction () [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.UpdateInteractableTarget () [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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) LE.Gameplay.Monolith.d__69:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync) Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse() ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject, Boolean) KeyBasedInteractableTargeting:TryTargetInteraction() EpochInputManager:UpdateInteractableTarget() EpochInputManager:Update() 2026-03-30T20:42:48.7536361+00:00 Log Input Method Changed to Keyboard UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:Update() 2026-03-30T20:42:58.6559676+00:00 Log Input Method Changed to Controller UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) EpochInputManager:ControllerUpdate() EpochInputManager:Update() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.UI.ScrollRect:LateUpdate() [ line 1933173016] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() UnityEngine.UI.ScrollRect:LateUpdate() [ line 1933173320] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:43:07.9873983+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'False to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToBlackVFXController:FadeIn(Single) PlayerActorSync:SendSyncTransitionFade(Boolean, TransitionFadeType) d__2:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) TransitionFadeTypeExtensions:BeginFade(TransitionFadeType, PlayerActorSync) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) BaseTransitionService:SameInstanceTransitionToSpawn(UserIdentity, TransitionFadeType, String, String, Byte, Boolean, Boolean) LE.Gameplay.Monolith.d__74:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Gameplay.Monolith.MonolithGameplayManager:MovePlayer(PlayerActorSync, MonolithUserLocation, Int32, PlayerActorSync, Boolean, Boolean) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, TransitionFadeType, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() MapPanel:HandleSubmitInput(SubmitType) d__6:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:43:08.1465207+00:00 Log [QA-464852] Changing Active Scene to 'MonolithHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:43:08.1532152+00:00 Log [QA-464852] Disabling 'Visuals' for scene 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:43:08.1532152+00:00 Log [QA-464852] Disabling 'Gameplay' for scene 'WE516' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:43:08.1859779+00:00 Log Environment manager is initialized in the scene: MonolithHub UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LEVegetationManager:InitializeManager() LEVegetationManager:OnEnable() LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:43:08.2742328+00:00 Log [QA-464852] Enabling 'Visuals' for scene 'MonolithHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:43:08.2782372+00:00 Log [QA-464852] Enabling 'Gameplay' for scene 'MonolithHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Gameplay.AdditiveSceneManager:OnActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:Internal_ActiveSceneChanged(Scene, Scene) UnityEngine.SceneManagement.SceneManager:SetActiveScene(Scene) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:43:08.3294211+00:00 Log LoadingScreen.OnLocalPlayerInitialized() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) EventUtilities:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Scene, Boolean, Single, Boolean, Boolean, Boolean, Nullable`1, Boolean, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean, Boolean) PlayerSpawnManager:TryPlacePlayerAtSpawn(Actor, String, String, Int32, PlayerSpawn&, Boolean, Boolean, Boolean) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:43:08.3304317+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'True to 'True' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) FadeToBlackVFXController:FadeOut(Single) PlayerActorSync:SendSyncTransitionFade(Boolean, TransitionFadeType) ZoneRestrictedCraftingManager:remove_OnUsesChanged(Action`3) d__50:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__2: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() 2026-03-30T20:43:08.4678945+00:00 Log [QA-464852] Changing Active Scene to 'MonolithHub' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <b__0>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:43:08.5398542+00:00 Warning [Transitions] Attempted to end transition 13 but no active transition exists! UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SystemLogger:Warning(String) BaseTransitionService:EndTransition(Int32, Boolean) TransitionScope:Dispose() LE.Gameplay.Monolith.d__24:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Gameplay.Monolith.d__28: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__30: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__Unload|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__48:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() UnityEngine.Awaitable:RunContinuation() 2026-03-30T20:43:08.7602472+00:00 Log EpochInputManager.BlockMouseMovementInput has been changed from 'True to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_BlockMouseMovementInput(Boolean) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:43:08.8379095+00:00 Log LoadingScreen.OnDisable() UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:43:08.8379095+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitWhilePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2026-03-30T20:43:09.3228228+00:00 Log [MonolithNetworkManager] Performed scheduled unload for rest zone after 1 seconds. UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) 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() Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:43:11.8720076+00:00 Warning No open sound defined for Confirmation panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnOpen(PanelSystem, PanelLocation) LE.UI.PanelSystem.PanelSystem:OnPanelOpen(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(TPanel, PanelLocation) LE.UI.PanelSystem.PanelSystem:OpenPanelInternal(Nullable`1) LE.UI.PanelSystem.d__134`3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.PanelSystem.PanelSystem:OpenModalAsync(TArgs, Nullable`1) LE.UI.PanelSystem.d__2:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder:Start(TStateMachine&) LE.UI.PanelSystem.PanelSystemExtensions:ConfirmAsync(PanelSystem, String, String, String, String, Nullable`1, Sprite, Sprite, Nullable`1, Nullable`1) LE.UI.PanelSystem.d__35:MoveNext() System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&) LE.UI.PanelSystem.MainMenuPanel:OnExitGameClicked() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() VerticalNavigable:HandleSubmitInput(SubmitType) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.RawImage:OnPopulateMesh(VertexHelper) UnityEngine.UI.Graphic:DoMeshGeneration() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173608] Material 'ControllerCursorMat' with Shader 'ControllerCursor' doesn't have a texture property '_MainTex' UnityEngine.Material:GetTextureImpl(Int32) UnityEngine.UI.RawImage:get_mainTexture() UnityEngine.UI.Graphic:UpdateMaterial() UnityEngine.UI.Graphic:Rebuild(CanvasUpdate) UnityEngine.UI.CanvasUpdateRegistry:PerformUpdate() [ line 1933173912] 2026-03-30T20:43:12.5640723+00:00 Warning No close sound defined for Confirmation panel UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.PanelSystem.Panel:OnClose() LE.UI.PanelSystem.PanelSystem:ClosePanelInternal(Panel, Boolean) LE.UI.PanelSystem.PanelSystem:ClosePanel(PanelLocation) LE.UI.PanelSystem.Modal`2:Close(TResult) LE.UI.PanelSystem.ConfirmationModalBase`2:OnYesButtonClicked() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() Navigable:HandleSubmitInput(SubmitType) d__5:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2026-03-30T20:43:13.1577647+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1633459+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1633459+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1643465+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1643465+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveTerrain(GameObject) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() 2026-03-30T20:43:13.1643465+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1683446+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1693447+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1693447+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1693447+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1693447+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1693447+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1693447+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1698498+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1698498+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1698498+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1698498+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1698498+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1698498+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1698498+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1698498+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() 2026-03-30T20:43:13.1708573+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1708573+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1718608+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1718608+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1718608+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1718608+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1718608+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1718608+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() 2026-03-30T20:43:13.1728611+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1728611+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1728611+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1738604+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() 2026-03-30T20:43:13.1768862+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1768862+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1768862+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1768862+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1768862+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1768862+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() 2026-03-30T20:43:13.1768862+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1778872+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1778872+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1778872+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RefreshTerrainArea(Bounds) AwesomeTechnologies.MeshTerrains.MeshTerrain:OnDisable() 2026-03-30T20:43:13.1778872+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1778872+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.1778872+00:00 Warning VegetationStudioManager tried to be accessed when no instance was created. Is script execution order wrong? UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) AwesomeTechnologies.VegetationStudio.VegetationStudioManager:RemoveBiomeMask(PolygonBiomeMask) AwesomeTechnologies.VegetationSystem.Biomes.BiomeMaskArea:OnDisable() 2026-03-30T20:43:13.2184852+00:00 Warning DOTWEEN ► SAFE MODE ► DOTween's safe mode captured 3 errors. This is usually ok (it's what safe mode is there for) but if your game is encountering issues you should set Log Behaviour to Default in DOTween Utility Panel in order to get detailed warnings when an error is captured (consider that these errors are always on the user side). - 3 startup errors UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) DG.Tweening.Core.DOTweenComponent:OnDestroy() Failed to upload Crash Report. 2026-03-30T20:43:13.7004101+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at LE.Services.ServiceProvider.get_NetObjectRegistry () [0x00000] in <00000000000000000000000000000000>:0 at AbilityObjectIndicator.OnDestroy () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) LE.Telemetry.ClientLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object) [Physics::Module] Cleanup current backned. [Physics::Module] Id: 0xf2b8ea05 Input System module state changed to: ShutdownInProgress. Input System polling thread exited. Input System module state changed to: Shutdown. Internal: There are remaining Allocations on the JobTempAlloc. This is a leak, and will impact performance To Debug, run app with -diag-job-temp-memory-leak-validation cmd line argument. This will output the callstacks of the leaked allocations.