[Physics::Module] Initialized MultithreadedJobDispatcher with {0} workers. Initialize engine version: 2021.3.42f1 (f1197811e8ce) [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1; jobified=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: AMD Radeon RX 7800 XT (ID=0x747e) Vendor: ATI VRAM: 16152 MB Driver: 32.0.12033.1030 D3D11 device created for Microsoft Media Foundation video decoding. Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled). UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Sirenix.Serialization.GlobalSerializationConfig:get_Logger() Sirenix.Serialization.BinaryDataReader:EnterArray(Int64&) Sirenix.Serialization.ListFormatter`1:DeserializeImplementation(List`1&, IDataReader) Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader) Sirenix.Serialization.BaseFormatter`1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader) Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader) Sirenix.Serialization.ReflectionFormatter`1:DeserializeImplementation(T&, IDataReader) Sirenix.Serialization.BaseFormatter`1:Deserialize(IDataReader) Sirenix.Serialization.BaseFormatter`1:Sirenix.Serialization.IFormatter.Deserialize(IDataReader) Sirenix.Serialization.AnySerializer:ReadValueWeak(IDataReader) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, IDataReader) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, Byte[]&, List`1&, DataFormat, DeserializationContext) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext, Boolean, List`1) Sirenix.Serialization.UnitySerializationUtility:DeserializeUnityObject(Object, SerializationData&, DeserializationContext) Sirenix.OdinInspector.SerializedMonoBehaviour:UnityEngine.ISerializationCallbackReceiver.OnAfterDeserialize() UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() Command line options: IsDiagnosticLoggingEnabled = False ConnectDirectlyToGameServer = False DisableAutoLoginWithSteam = False GraphicsOptionsFile = UseLidgren = False OfflineMode = False GameServerIP = GameServerPort = PlayFabTitleId = LidgrenPort = EnableQueues = False UseNativeProfiler = False NativeProfilerConfig = NetworkMessageLogging = False Profile = UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Core.CommandLine:GetCommandLineOptions(IEnumerable`1) System.Lazy`1:ViaFactory(LazyThreadSafetyMode) System.Lazy`1:ExecutionAndPublication(LazyHelper, Boolean) System.Lazy`1:CreateValue() System.Lazy`1:get_Value() LE.Core.CommandLine:get_Options() EHG.Multiplayer.GameplayEnvironment:.cctor() EngineFeatures:.ctor() Features:.cctor() SystemAnnouncementService:.ctor() LE.Services.ServiceProvider:ResetInstances() LE.Services.ServiceProvider:.cctor() LE.SceneState.Networking.SceneGraphNetworkSyncManager:EditorReset() Initializing input. Input initialized. Initialized touch support. UnloadTime: 4.455800 ms Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at Cysharp.Threading.Tasks.PlayerLoopHelper.AddAction (Cysharp.Threading.Tasks.PlayerLoopTiming timing, Cysharp.Threading.Tasks.IPlayerLoopItem action) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions+AsyncOperationHandleConfiguredSource`1[T].Create (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.IProgress`1[T] progress, System.Threading.CancellationToken cancellationToken, System.Int16& token) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions.ToUniTask[T] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle, System.IProgress`1[T] progress, Cysharp.Threading.Tasks.PlayerLoopTiming timing, System.Threading.CancellationToken cancellationToken) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.AddressablesAsyncExtensions.GetAwaiter[T] (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] handle) [0x00000] in <00000000000000000000000000000000>:0 at Localization.InitializeTableCaching () [0x00000] in <00000000000000000000000000000000>:0 at Localization.InitializeTableCaching () [0x00000] in <00000000000000000000000000000000>:0 at Localization..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.MultiPicker.AffixContentGenerator.OnBeforeAssembliesLoaded () [0x00000] in <00000000000000000000000000000000>:0 --- End of stack trace from previous location where exception was thrown --- at Cysharp.Threading.Tasks.UniTaskExtensions.Forget (Cysharp.Threading.Tasks.UniTask task) [0x00000] in <00000000000000000000000000000000>:0 at Localization..cctor () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.MultiPicker.AffixContentGenerator.OnBeforeAssembliesLoaded () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) Cysharp.Threading.Tasks.UniTaskExtensions:Forget(UniTask) Localization:.cctor() LE.UI.MultiPicker.AffixContentGenerator:OnBeforeAssembliesLoaded() Odin Serializer detected whitelisted runtime platform WindowsPlayer and memory read test succeeded; enabling all unaligned memory read/writes. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Sirenix.Serialization.ArchitectureInfo:SetRuntimePlatform(RuntimePlatform) Sirenix.Serialization.UnitySerializationInitializer:Initialize() Local build hash: 93968159801925fdd1e11100ad6a78040177aaf0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Tools.Runtime.Utility.DevCommitHashProvider:Initialize() Locale changed to English (en) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Localization:OnTableChanged(StringTable) UnityEngine.Localization.LocalizedTable`2:InvokeChangeHandler(TTable) UnityEngine.Localization.LocalizedTable`2:AutomaticLoadingCompleted(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.AsyncOperationBase`1:Complete(TObject, Boolean, String, Boolean) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, String) UnityEngine.Localization.LoadTableOperation`2:TableLoaded(AsyncOperationHandle`1) DelegateList`1:Invoke(T) UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:InvokeCompletionEvent() UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationBase`1:Complete(TObject, Boolean, Exception, Boolean) UnityEngine.ResourceManagement.AsyncOperations.ProviderOperation`1:ProviderCompleted(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.ProvideHandle:Complete(T, Boolean, Exception) UnityEngine.ResourceManagement.ResourceProviders.InternalOp:ActionComplete(AsyncOperation) UnityEngine.AsyncOperation:InvokeCompletionEvent() The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! The referenced script on this Behaviour (Game Object 'PlayOfflineButtonNew') is missing! The referenced script on this Behaviour (Game Object 'PlayOnlineButton') is missing! Unloading 7 Unused Serialized files (Serialized files now loaded: 10) game version: 1.1.7.10 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() DeathScreen opened: -infoProvider: UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) DeathScreen:OnEnable() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at ControllerMenu.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at ControllerMenu.OnDisable () [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UIPanel:GetInstance(Boolean) UIBase:Awake() DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. GraphicsBackend.Options.GraphicsConfiguration:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() [ line 78570568] Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Bazaar.MinMaxSelector.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Bazaar.BazaarGoldCostMinMaxSelector.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform) UIPanel:GetInstance(Boolean) UIBase:Awake() DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() [ line 78573480] IMGUI OnEnable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() _scalableGO must not contain null entries. 1 null entries found in UISubScaler on GameObject Tooltip. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogError(Object, Object) UISubScaler:RemoveNullEntriesAndLogErrorIfFound(List`1, String) UISubScaler:Awake() EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) AdditiveLoadingStatusUI:Awake() EchoLoadingStatusUI.OnStateChange Uninitialized -> None UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EchoLoadingStatusUI:OnStateChange(VisualState) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() EpochInputManager.ButtonPressBlocked has been changed from 'False to 'False' UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.Utils.EventQueue`1:b__6_0() Cysharp.Threading.Tasks.d__26:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) Cysharp.Threading.Tasks.UniTaskExtensions:ContinueWith(UniTask, Action) LE.Utils.EventQueue`1:checkQueue() LE.Utils.EventQueue`1:Enqueue(T, UniTask) EchoLoadingStatusUI:Awake() UnloadTime: 7.282200 ms Unloading 22119 unused Assets to reduce memory usage. Loaded Objects now: 866163. Total: 439.796500 ms (FindLiveObjects: 36.084500 ms CreateObjectMapping: 27.461500 ms MarkObjects: 366.992700 ms DeleteObjects: 9.257300 ms) The referenced script on this Behaviour (Game Object 'PlayOfflineButtonNew') is missing! The referenced script on this Behaviour (Game Object 'PlayOnlineButton') is missing! Unloading 5 Unused Serialized files (Serialized files now loaded: 11) UnloadTime: 6.409400 ms Unloading 5 unused Assets to reduce memory usage. Loaded Objects now: 866168. Total: 429.780100 ms (FindLiveObjects: 33.866300 ms CreateObjectMapping: 26.838200 ms MarkObjects: 364.517400 ms DeleteObjects: 4.557500 ms) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:Update() 'filter' is null! Did you add the 'DomainManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.DomainManager:logFilterIsNull() The referenced script on this Behaviour (Game Object '') is missing! 2025-02-10T01:28:59.8499350+00:00 Log ClientSessionID=5b21acc4784d4f8db36a463e9513bc12 LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Telemetry.ClientMetrics:.ctor(String, String, Func`1, Func`3, Boolean) LE.Telemetry.MetricsPlugin:Initialize(Func`1, Func`3, Boolean, String) LE.Services.TelemetryInitializer:Initialize() System.Lazy`1:ViaFactory(LazyThreadSafetyMode) System.Lazy`1:ExecutionAndPublication(LazyHelper, Boolean) System.Lazy`1:CreateValue() System.Lazy`1:get_Value() LE.Services.ServiceProvider:get_Telemetry() EHG.Multiplayer.d__19:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:29:00.0716819+00:00 Log Matched player '2F6F5B1F1666D8E4' to region 'usa-east' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__37:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.d__44:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass1_0:b__1(GetObjectsResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-02-10T01:29:00.2204303+00:00 Warning Returning index -1 as region [us-east] is not an available option! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.Generic.UnityUI.RegionSelectionDropdown:GetIndexByRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:UpdateVisibleSelection(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:UpdateVisiblePreferredSelection(String) SettingsManager:set_PreferredRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:NewSelection(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) TMPro.TMP_Dropdown:SetValue(Int32, Boolean) LE.UI.Generic.UnityUI.RegionSelectionDropdown:Initialize() LE.UI.Generic.UnityUI.RegionSelectionDropdown:RegionRefreshData() EHG.Multiplayer.d__19:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__25:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-02-10T01:29:00.2214299+00:00 Warning Ignoring region change - us-east is not a new region LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.Generic.UnityUI.RegionSelectionDropdown:UpdateVisiblePreferredSelection(String) SettingsManager:set_PreferredRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:NewSelection(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) TMPro.TMP_Dropdown:SetValue(Int32, Boolean) LE.UI.Generic.UnityUI.RegionSelectionDropdown:Initialize() LE.UI.Generic.UnityUI.RegionSelectionDropdown:RegionRefreshData() EHG.Multiplayer.d__19:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__25:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-02-10T01:29:00.2214299+00:00 Warning Returning index -1 as region [us-east] is not an available option! LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.Generic.UnityUI.RegionSelectionDropdown:GetIndexByRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:UpdateVisibleSelection(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:UpdateVisiblePreferredSelection(String) SettingsManager:set_PreferredRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:NewSelection(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) TMPro.TMP_Dropdown:SetValue(Int32, Boolean) LE.UI.Generic.UnityUI.RegionSelectionDropdown:Initialize() LE.UI.Generic.UnityUI.RegionSelectionDropdown:RegionRefreshData() EHG.Multiplayer.d__19:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__25:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-02-10T01:29:00.2214299+00:00 Warning Ignoring region change - us-east is not a new region LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) LE.UI.Generic.UnityUI.RegionSelectionDropdown:UpdateVisiblePreferredSelection(String) SettingsManager:set_PreferredRegion(String) LE.UI.Generic.UnityUI.RegionSelectionDropdown:NewSelection(Int32) UnityEngine.Events.InvokableCall`1:Invoke(T1) UnityEngine.Events.UnityEvent`1:Invoke(T0) TMPro.TMP_Dropdown:SetValue(Int32, Boolean) LE.UI.Generic.UnityUI.RegionSelectionDropdown:Initialize() LE.UI.Generic.UnityUI.RegionSelectionDropdown:RegionRefreshData() EHG.Multiplayer.d__19:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__23:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__25:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The referenced script on this Behaviour (Game Object '') is missing! 2025-02-10T01:29:00.8901150+00:00 Log Mapped region 'usa-east' to endpoint 'https://lastepoch-data-usa-northeast-prod.documents.azure.com/' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.<>c__DisplayClass15_0:b__0(String) System.Collections.Concurrent.ConcurrentDictionary`2:GetOrAdd(TKey, Func`2) LE.Services.CosmosClientCharacterService:AddRegionDataStore(String, Uri) LE.Services.d__158:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.d__160:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.d__0:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) d__1`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__10:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__25:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-02-10T01:29:01.9467933+00:00 Log Connected to chat as '2F6F5B1F1666D8E4' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__2:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:TrySetResult(TResult) System.Threading.Tasks.TaskCompletionSource`1:SetResult(TResult) Sirenix.Utilities.Unsafe.UnsafeUtilities:StringToBytes(Byte[], String, Boolean) StreamChat.Core.StreamChatClient:OnConnected(HealthCheckEventInternalDTO) StreamChat.Core.LowLevelClient.StreamChatLowLevelClient:HandleHealthCheckEvent(EventHealthCheck, HealthCheckEventInternalDTO) StreamChat.Core.LowLevelClient.<>c__DisplayClass344_0`2:b__0(String) StreamChat.Core.LowLevelClient.StreamChatLowLevelClient:HandleNewWebsocketMessage(String) StreamChat.Core.LowLevelClient.StreamChatLowLevelClient:Update(Single) StreamChat.Libs.ChatInstanceRunner.d__4:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-02-10T01:29:02.2899630+00:00 Log Finished chat connection test LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Services.d__2: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__4:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__24:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&) System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean) System.Threading.Tasks.Task:FinishContinuations() System.Threading.Tasks.Task`1:TrySetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(TResult) System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1) LE.Telemetry.d__25:MoveNext() System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean) System.Runtime.CompilerServices.MoveNextRunner:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.<b__0_1>d:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySetResult(T) LE.Wrapper.PlayFab.<>c__DisplayClass14_0:b__1(WriteEventResponse) PlayFab.Internal.<>c__DisplayClass23_0`1:<_MakeApiCall>b__1() PlayFab.Internal.PlayFabUnityHttp:OnResponse(String, CallRequestContainer) PlayFab.Internal.d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2025-02-10T01:29:11.5737757+00:00 Log Loading character: WW_Test 1 isOnline: False, cycle: Tuna, class: Acolyte LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__86:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) CharacterSelect:LoadCharacterClick() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1) PlayerUtility:InstantiatePlayerActor(ActorData, NetPlayer, String) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.OfflineCharacterService:StartPlay(CharacterData, CancellationToken) LE.Services.d__21:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() LE.Services.d__34:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Services.d__82: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 78569768] 2025-02-10T01:29:13.7817364+00:00 Log Initialising NonInteractableItemContainerUI Cursor, which was already active before its content was non-null. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) NonInteractableItemContainerUI:OnUpdateTick(Single) LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() 2025-02-10T01:29:14.1151073+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(EoT, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__81`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:29:14.1161079+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__81`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:29:14.1161079+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__81`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:29:14.1161079+00:00 Log LoadingScreen.OnEnable(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__81`1:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:29:14.1161079+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.d__16:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:SetResult() d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:SetResult(T) LE.Services.d__81`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: 19) Unloading 98237 unused Assets to reduce memory usage. Loaded Objects now: 947403. Total: 476.413000 ms (FindLiveObjects: 42.744000 ms CreateObjectMapping: 29.874200 ms MarkObjects: 378.255400 ms DeleteObjects: 25.539000 ms) Unloading 29 Unused Serialized files (Serialized files now loaded: 19) UnloadTime: 8.060600 ms Failed to create agent because it is not close enough to the NavMesh 2025-02-10T01:29:16.3745589+00:00 Warning No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:29:16.3836626+00:00 Log LoadingScreen.OnLocalPlayerInitialized(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:29:16.3836626+00:00 Log LoadingScreen.DisableAsync(EoT, False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:29:16.4218290+00:00 Log Time to Single load 'EoT' 2.35 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 1176 unused Assets to reduce memory usage. Loaded Objects now: 972776. Total: 451.265200 ms (FindLiveObjects: 40.507000 ms CreateObjectMapping: 27.067400 ms MarkObjects: 377.477000 ms DeleteObjects: 6.213400 ms) 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 "SceneObjects/Visuals/Foreground/UpperArea/Fade/TopIslandHideable/MonolithPlainIsland (4)/Monolith_Island_stairs (8)/Cube" 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 "SceneObjects/Visuals/Foreground/Islands Folder/MonolithPlainIsland (1)/Monolith_Island_stairs (7)/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 "SceneObjects/Visuals/Foreground/Islands Folder/MonolithPlainIsland (1)/Monolith_Island_stairs (1)/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 "SceneObjects/Visuals/Foreground/Islands Folder/MonolithPlainIsland (1)/Monolith_Island_stairs (4)/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 "SceneObjects/Visuals/Foreground/Islands Folder/MonolithPlainIsland (1)/Monolith_Island_stairs (6)/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 "SceneObjects/Visuals/Foreground/Islands Folder/MonolithPlainIsland (1)/Monolith_Island_stairs/Collider" 2025-02-10T01:29:17.0110495+00:00 Warning Minimus(Clone) is missing navMeshAgent LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) SpeedManager:Start() 2025-02-10T01:29:17.0226242+00:00 Log LoadingScreen.OnDisable(EoT) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:29:17.0226242+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:30:15.8035298+00:00 Log Bug report filed successfully, ID: 86a6mv4nc LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__57:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:SetResult(T) System.Collections.ObjectModel.ValueCollection:get_Count() LE.Utility.d__34:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`2:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Uploading Crash Report 2025-02-10T01:31:07.4246137+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at UISubScaler.UpdateTextScale (System.Single scale) [0x00000] in <00000000000000000000000000000000>:0 at UISubScaler.UpdateScale () [0x00000] in <00000000000000000000000000000000>:0 at UISubScaler.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.Open (System.Boolean useCanvas) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.ToggleUIForCharacterSelect (System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.EnableUI (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg1,TArg2] (System.Action`2[T1,T2] action, TArg1 arg1, TArg2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Waypoint (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateID) [0x00000] in <00000000000000000000000000000000>:0 at UIWaypointStandard.LoadWaypointScene () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke (System.Object[] args) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae2fbc (GameAssembly) mono_type_is_struct 0x00007ff8f20b87b3 (GameAssembly) mono_domain_set 0x00007ff8f232ed48 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920d34eca (UnityPlayer) 0x00007ff920dc6b88 (UnityPlayer) UnityMain 0x00007ff920d376a1 (UnityPlayer) 0x00007ff920d371d7 (UnityPlayer) 0x00007ff920d54203 (UnityPlayer) 0x00007ff920d53c61 (UnityPlayer) 0x00007ff920d53f6f (UnityPlayer) 0x00007ff920da0f66 (UnityPlayer) 0x00007ff9209a59d2 (UnityPlayer) 0x00007ff9207c83c3 (UnityPlayer) 0x00007ff8f31cd6a0 (GameAssembly) mono_type_is_struct 0x00007ff8f31f6b84 (GameAssembly) mono_type_is_struct 0x00007ff8f3df162c (GameAssembly) mono_type_is_struct 0x00007ff8f2055209 (GameAssembly) il2cpp_set_default_thread_affinity 0x00007ff8f21267e0 (GameAssembly) mono_domain_set 0x00007ff8f28bcb64 (GameAssembly) mono_type_is_struct 0x00007ff8f4051195 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f402c5aa (GameAssembly) mono_type_is_struct 0x00007ff8f366d369 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f3665b65 (GameAssembly) mono_type_is_struct 0x00007ff8f3677397 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f36664df (GameAssembly) mono_type_is_struct 0x00007ff8f3212f27 (GameAssembly) mono_type_is_struct 0x00007ff8f5b48275 (GameAssembly) mono_type_is_struct 0x00007ff8f5b56cb0 (GameAssembly) mono_type_is_struct 0x00007ff8f20051b8 (GameAssembly) mono_arch_context_set_int_reg 0x00007ff8f21215ad (GameAssembly) mono_domain_set 0x00007ff8f281e8e1 (GameAssembly) mono_type_is_struct 0x00007ff8f332e0e4 (GameAssembly) mono_type_is_struct 0x00007ff8f332d7a9 (GameAssembly) mono_type_is_struct 0x00007ff8f332f923 (GameAssembly) mono_type_is_struct 0x00007ff8f5d6bd09 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920d54203 (UnityPlayer) 0x00007ff920d542e6 (UnityPlayer) 0x00007ff920a5c7b0 (UnityPlayer) 0x00007ff920bb3fda (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:31:07.7097213+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(C40, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-02-10T01:31:07.7097213+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-02-10T01:31:07.7107244+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-02-10T01:31:07.7107244+00:00 Log LoadingScreen.OnEnable(C40) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() 2025-02-10T01:31:07.7107244+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__11:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Waypoint(UserIdentity, String, Byte) UIWaypointStandard:LoadWaypointScene() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 2 Unused Serialized files (Serialized files now loaded: 22) Unloading 242 unused Assets to reduce memory usage. Loaded Objects now: 983782. Total: 465.021700 ms (FindLiveObjects: 49.297500 ms CreateObjectMapping: 27.463000 ms MarkObjects: 383.181900 ms DeleteObjects: 5.078900 ms) Unloading 39 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 15.733800 ms 2025-02-10T01:31:10.5018304+00:00 Log LoadingScreen.OnLocalPlayerInitialized(C40) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:31:10.5018304+00:00 Log LoadingScreen.DisableAsync(C40, False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:31:10.5409024+00:00 Log Time to Single load 'C40' 3.12 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 6345 unused Assets to reduce memory usage. Loaded Objects now: 1038199. Total: 456.830000 ms (FindLiveObjects: 44.573900 ms CreateObjectMapping: 28.588200 ms MarkObjects: 376.434500 ms DeleteObjects: 7.232900 ms) 2025-02-10T01:31:11.2236747+00:00 Error [Addressables] Not Preloaded - Object with name: OutcastGuard wasn't preloaded In Zone C40. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:SpawnGameplayObject(Vector3, Quaternion, Nullable`1, GameObject) ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32, Boolean, Int32, Boolean) Spawner:generateEntities() Spawner:EntityGenerationOnStart() 2025-02-10T01:31:11.2357471+00:00 Error [Addressables] Not Preloaded - Object with name: v_OutcastGuard wasn't preloaded In Zone C40. LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorSync:ReceiveCreateVisuals(ActorData, ActorSync, PositionSyncType) ActorSync:SendCreateVisuals(ActorData, Actor) ActorSync:TrySetupVisuals() ActorData:spawn(Vector3, Single, GameObject, PositionSyncType, NetPlayer, String, Boolean, Nullable`1) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32, Boolean, Int32, Boolean) Spawner:generateEntities() Spawner:EntityGenerationOnStart() 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider (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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider (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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House2 (4)/House2(Clone)/Doors" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7 (1)/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7 (1)/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7 (1)/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7 (1)/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7 (1)/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House7 (1)/House7(Clone)/Cube" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider (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 "SceneObjects/Visuals/Foreground/Navigation Folder/WalkableCubeCollider" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (6)/Grave_4/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (1)/Grave_4/Collision" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Bridge" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffLiath/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffLiath (11)/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffLiath (54)/Top" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/PlatformsSubfolder/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/PlatformsSubfolder/SquareWoodenSwamp/NavMesh Plane (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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss (1)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss (1)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss (1)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss (1)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Trees Folder/BrokenTreesMS (1)/QXL_Icelandic_Rock_Plates_skxfS_0 (5)/Collision" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (6)/CATA_GraveB" 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 "SceneObjects/Visuals/Foreground/Trees Folder/BrokenTreesMS (1)/QXL_Icelandic_Rock_Plates_skxfS_0 (4)/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (6)/CATA_GraveB" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (1)/CATA_GraveB" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/NotWalkable" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/PlatformsSubfolder/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/WoodCorner" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/Fade/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss (1)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss (1)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss (1)/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss (1)/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Background/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/BuildingsSubfolder/House1Moss/LiathMossGroup/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (1)/Grave_4 (1)/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (6)/Grave_4 (1)/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Rocks Folder/HugeCliffOpt/Top" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile (1)/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (3)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (1)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (5)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (4)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss (2)/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/StiltHouseFadeableMoss/SquareWoodenSwamp/NavMesh Plane" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/Wood" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/Wood" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/Wood" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/Wood" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/Wood" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Stilts_Moss/Wood" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (1)/Grave_4 (2)/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ChainedPost (6)/Grave_4 (2)/Collision" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Wood Folder/Wood_Set_Pier_Corner_Stilts_Moss/MossPile/MossFootsteps" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/PlatformsSubfolder/SquareWoodenSwamp/NavMesh Plane" 2025-02-10T01:31:11.8598744+00:00 Log LoadingScreen.OnDisable(C40) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:31:11.8598744+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:31:18.4104682+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:18.4104682+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:26.2701894+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:26.8032586+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() Uploading Crash Report 2025-02-10T01:31:31.1935574+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at UISubScaler.UpdateTextScale (System.Single scale) [0x00000] in <00000000000000000000000000000000>:0 at UISubScaler.UpdateScale () [0x00000] in <00000000000000000000000000000000>:0 at UISubScaler.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.Open (System.Boolean useCanvas) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.ToggleUIForCharacterSelect (System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.EnableUI (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg1,TArg2] (System.Action`2[T1,T2] action, TArg1 arg1, TArg2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.HandleInteraction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae2fbc (GameAssembly) mono_type_is_struct 0x00007ff8f20b87b3 (GameAssembly) mono_domain_set 0x00007ff8f232ed48 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920d34eca (UnityPlayer) 0x00007ff920dc6b88 (UnityPlayer) UnityMain 0x00007ff920d376a1 (UnityPlayer) 0x00007ff920d371d7 (UnityPlayer) 0x00007ff920d54203 (UnityPlayer) 0x00007ff920d53c61 (UnityPlayer) 0x00007ff920d53f6f (UnityPlayer) 0x00007ff920da0f66 (UnityPlayer) 0x00007ff9209a59d2 (UnityPlayer) 0x00007ff9207c83c3 (UnityPlayer) 0x00007ff8f31cd6a0 (GameAssembly) mono_type_is_struct 0x00007ff8f31f6b84 (GameAssembly) mono_type_is_struct 0x00007ff8f3df162c (GameAssembly) mono_type_is_struct 0x00007ff8f2055209 (GameAssembly) il2cpp_set_default_thread_affinity 0x00007ff8f21267e0 (GameAssembly) mono_domain_set 0x00007ff8f28bcb64 (GameAssembly) mono_type_is_struct 0x00007ff8f4051195 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f402c5aa (GameAssembly) mono_type_is_struct 0x00007ff8f366d369 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f3665b65 (GameAssembly) mono_type_is_struct 0x00007ff8f366cbf7 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f36659ff (GameAssembly) mono_type_is_struct 0x00007ff8f21863f9 (GameAssembly) mono_domain_set 0x00007ff8f324c87e (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f323e460 (GameAssembly) mono_type_is_struct 0x00007ff8f20028c2 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f3223616 (GameAssembly) mono_type_is_struct 0x00007ff8f326ad24 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920d54de2 (UnityPlayer) 0x00007ff9209a840e (UnityPlayer) 0x00007ff92107ea26 (UnityPlayer) UnityMain 0x00007ff92107e666 (UnityPlayer) UnityMain 0x00007ff920cb4b5d (UnityPlayer) 0x00007ff920caca10 (UnityPlayer) 0x00007ff920bb3fda (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:31:31.2756826+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(C2S10, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:31:31.2766824+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:31:31.2766824+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:31:31.2766824+00:00 Log LoadingScreen.OnEnable(C2S10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:31:31.2766824+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) Unloading 2 Unused Serialized files (Serialized files now loaded: 22) Unloading 861 unused Assets to reduce memory usage. Loaded Objects now: 1140460. Total: 481.271900 ms (FindLiveObjects: 52.871400 ms CreateObjectMapping: 28.708000 ms MarkObjects: 393.991000 ms DeleteObjects: 5.701000 ms) Unloading 31 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 81.125500 ms 2025-02-10T01:31:32.8254673+00:00 Warning No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:31:32.8314748+00:00 Log LoadingScreen.OnLocalPlayerInitialized(C2S10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:31:32.8324748+00:00 Log LoadingScreen.DisableAsync(C2S10, False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:31:32.8729944+00:00 Log Time to Single load 'C2S10' 1.68 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (2)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (1)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Dungeon Layout/3WayV3_ForestAutumn (3)/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" Unloading 1398 unused Assets to reduce memory usage. Loaded Objects now: 1053078. Total: 485.069100 ms (FindLiveObjects: 50.125100 ms CreateObjectMapping: 28.827700 ms MarkObjects: 400.083500 ms DeleteObjects: 6.032500 ms) Uploading Crash Report 2025-02-10T01:31:33.8439373+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:33.8829279+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570ccf6 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:31:33.9739357+00:00 Log LoadingScreen.OnDisable(C2S10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:31:33.9739357+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() Uploading Crash Report 2025-02-10T01:31:36.3306083+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:36.5457618+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570ccf6 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:37.1124935+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:31:38.4563421+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() Uploading Crash Report 2025-02-10T01:31:38.4578554+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:31:39.1346216+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() Uploading Crash Report 2025-02-10T01:31:39.7343506+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:41.1506290+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570ccf6 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:31:41.2324612+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() Uploading Crash Report 2025-02-10T01:31:42.2499322+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570ccf6 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:31:42.7964341+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:45.0815755+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:45.2314153+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:45.3481025+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:45.7141561+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:45.8480981+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:45.8480981+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:45.8644507+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() Uploading Crash Report 2025-02-10T01:31:46.2159232+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:47.4967483+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:47.8254465+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570ccf6 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:31:49.3900972+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:31:49.4066166+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() Uploading Crash Report 2025-02-10T01:31:49.9577404+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:50.8880703+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:53.0011464+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:53.7142869+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:54.8221696+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:31:59.7055666+00:00 Exception System.IndexOutOfRangeException: Index was outside the bounds of the array. at MinimapVolumesManager.NotifyEnterAsync (MinimapVolume v) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae3f0b (GameAssembly) mono_type_is_struct 0x00007ff8f5711499 (GameAssembly) mono_type_is_struct 0x00007ff8f3be02fe (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2e64ac7 (GameAssembly) mono_type_is_struct 0x00007ff8f2002ae3 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f2b95397 (GameAssembly) mono_type_is_struct 0x00007ff8f56ed873 (GameAssembly) mono_type_is_struct 0x00007ff8f570cbdd (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920bb4066 (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart Uploading Crash Report 2025-02-10T01:32:03.1269215+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at UISubScaler.UpdateTextScale (System.Single scale) [0x00000] in <00000000000000000000000000000000>:0 at UISubScaler.UpdateScale () [0x00000] in <00000000000000000000000000000000>:0 at UISubScaler.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.Open (System.Boolean useCanvas) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.ToggleUIForCharacterSelect (System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.EnableUI (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg1,TArg2] (System.Action`2[T1,T2] action, TArg1 arg1, TArg2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.HandleInteraction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae2fbc (GameAssembly) mono_type_is_struct 0x00007ff8f20b87b3 (GameAssembly) mono_domain_set 0x00007ff8f232ed48 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920d34eca (UnityPlayer) 0x00007ff920dc6b88 (UnityPlayer) UnityMain 0x00007ff920d376a1 (UnityPlayer) 0x00007ff920d371d7 (UnityPlayer) 0x00007ff920d54203 (UnityPlayer) 0x00007ff920d53c61 (UnityPlayer) 0x00007ff920d53f6f (UnityPlayer) 0x00007ff920da0f66 (UnityPlayer) 0x00007ff9209a59d2 (UnityPlayer) 0x00007ff9207c83c3 (UnityPlayer) 0x00007ff8f31cd6a0 (GameAssembly) mono_type_is_struct 0x00007ff8f31f6b84 (GameAssembly) mono_type_is_struct 0x00007ff8f3df162c (GameAssembly) mono_type_is_struct 0x00007ff8f2055209 (GameAssembly) il2cpp_set_default_thread_affinity 0x00007ff8f21267e0 (GameAssembly) mono_domain_set 0x00007ff8f28bcb64 (GameAssembly) mono_type_is_struct 0x00007ff8f4051195 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f402c5aa (GameAssembly) mono_type_is_struct 0x00007ff8f366d369 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f3665b65 (GameAssembly) mono_type_is_struct 0x00007ff8f366cbf7 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f36659ff (GameAssembly) mono_type_is_struct 0x00007ff8f21863f9 (GameAssembly) mono_domain_set 0x00007ff8f324c87e (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f323e460 (GameAssembly) mono_type_is_struct 0x00007ff8f20028c2 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f3223616 (GameAssembly) mono_type_is_struct 0x00007ff8f326ad24 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920d54de2 (UnityPlayer) 0x00007ff9209a840e (UnityPlayer) 0x00007ff92107ea26 (UnityPlayer) UnityMain 0x00007ff92107e666 (UnityPlayer) UnityMain 0x00007ff920cb4b5d (UnityPlayer) 0x00007ff920caca10 (UnityPlayer) 0x00007ff920bb3fda (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:32:03.2099324+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(C5S10, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:32:03.2109326+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:32:03.2109326+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:32:03.2109326+00:00 Log LoadingScreen.OnEnable(C5S10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:32:03.2109326+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) Unloading 2 Unused Serialized files (Serialized files now loaded: 23) Unloading 603 unused Assets to reduce memory usage. Loaded Objects now: 1073182. Total: 461.679900 ms (FindLiveObjects: 49.002300 ms CreateObjectMapping: 28.449400 ms MarkObjects: 378.417600 ms DeleteObjects: 5.810300 ms) Unloading 51 Unused Serialized files (Serialized files now loaded: 23) UnloadTime: 64.186500 ms 2025-02-10T01:32:05.0684422+00:00 Warning No spawn found with TransitionInfo, Falling back to old spawn selection LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:32:05.0754507+00:00 Log LoadingScreen.OnLocalPlayerInitialized(C5S10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:32:05.0754507+00:00 Log LoadingScreen.DisableAsync(C5S10, False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) PlayerSpawnManager:HandleDefaultTransition(Actor, TransitionInfo) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:32:05.1139916+00:00 Log Time to Single load 'C5S10' 1.99 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (1)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (3)/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding/BrokenWalls/CastleWall/Collision" 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 "SceneObjects/Visuals/Foreground/Manmade Folder/ForestRuinedBuilding (2)/BrokenWalls/CastleWall/Collision" Unloading 2312 unused Assets to reduce memory usage. Loaded Objects now: 1154986. Total: 465.907200 ms (FindLiveObjects: 57.139300 ms CreateObjectMapping: 30.420400 ms MarkObjects: 372.310800 ms DeleteObjects: 6.036200 ms) 2025-02-10T01:32:06.6069059+00:00 Log LoadingScreen.OnDisable(C5S10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:32:06.6080930+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:32:15.6697934+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:32:15.8540501+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:32:17.4366416+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:32:17.8869001+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:32:25.5955100+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:32:26.3955330+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:32:26.7463211+00:00 Warning [FMOD] Event not found: event:/Enemy Sounds/Johns/Chapter_Z/Wisp/Necrotic_Wisp/sfx_combat_enemy_necroticwisp_movement LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:ReceiveRaiseHitEvent(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) ActorSync:SendRaiseHitEventLidgren(Nullable`1, Nullable`1, String, Boolean, Nullable`1, Nullable`1) RelayDamageEvents:FixedUpdate() 2025-02-10T01:32:41.0028667+00:00 Warning [FMOD] Event not found: LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) LE.Audio.Fmod.AudioService:PlayOneShot(String, Vector3) ActorSync:PlaySoundHere(String, Boolean) ActorSync:SendTriggerSound(String, Boolean) StateSoundManager:playSelectedSound(String, Boolean) StateSoundManager:playStateSound(StateSound) StateSoundManager:playSound(StateEnum, StateEventEnum) Dying:onEnter() StateController:changeState(State) State:TryToEnter() LE.CustomUpdate.UpdateSystemCallbackManager:InternalUpdate(List`1, Single) LE.CustomUpdate.UpdateSystem:Update() Uploading Crash Report 2025-02-10T01:32:50.0066095+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object. at UISubScaler.UpdateTextScale (System.Single scale) [0x00000] in <00000000000000000000000000000000>:0 at UISubScaler.UpdateScale () [0x00000] in <00000000000000000000000000000000>:0 at UISubScaler.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.Open (System.Boolean useCanvas) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.ToggleUIForCharacterSelect (System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.EnableUI (System.String previousSceneName, System.String newSceneName) [0x00000] in <00000000000000000000000000000000>:0 at LE.Networking.PlayerEvents.InvokeEventWithErrorHandling[TArg1,TArg2] (System.Action`2[T1,T2] action, TArg1 arg1, TArg2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at ClientSceneService.LoadSceneAsync (System.String scene, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.DoTransitionAsync (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, LE.Services.Models.TransitionInfo transitionInfo) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.Transitions.OfflineTransitionService.Default (LE.Services.Models.UserIdentity userIdentity, System.String targetScene, System.Byte gateId) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.HandleInteraction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LoadSceneInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 0x00007ff920f4af5d (UnityPlayer) UnityMain 0x00007ff920f4ff93 (UnityPlayer) UnityMain 0x00007ff920f3a555 (UnityPlayer) UnityMain 0x00007ff9215070de (UnityPlayer) UnityMain 0x00007ff92075e03e (UnityPlayer) 0x00007ff8f3040a86 (GameAssembly) mono_type_is_struct 0x00007ff8f304085c (GameAssembly) mono_type_is_struct 0x00007ff8f5b0863c (GameAssembly) mono_type_is_struct 0x00007ff8f5ae2fbc (GameAssembly) mono_type_is_struct 0x00007ff8f20b87b3 (GameAssembly) mono_domain_set 0x00007ff8f232ed48 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920d34eca (UnityPlayer) 0x00007ff920dc6b88 (UnityPlayer) UnityMain 0x00007ff920d376a1 (UnityPlayer) 0x00007ff920d371d7 (UnityPlayer) 0x00007ff920d54203 (UnityPlayer) 0x00007ff920d53c61 (UnityPlayer) 0x00007ff920d53f6f (UnityPlayer) 0x00007ff920da0f66 (UnityPlayer) 0x00007ff9209a59d2 (UnityPlayer) 0x00007ff9207c83c3 (UnityPlayer) 0x00007ff8f31cd6a0 (GameAssembly) mono_type_is_struct 0x00007ff8f31f6b84 (GameAssembly) mono_type_is_struct 0x00007ff8f3df162c (GameAssembly) mono_type_is_struct 0x00007ff8f2055209 (GameAssembly) il2cpp_set_default_thread_affinity 0x00007ff8f21267e0 (GameAssembly) mono_domain_set 0x00007ff8f28bcb64 (GameAssembly) mono_type_is_struct 0x00007ff8f4051195 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f402c5aa (GameAssembly) mono_type_is_struct 0x00007ff8f366d369 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f3665b65 (GameAssembly) mono_type_is_struct 0x00007ff8f366cbf7 (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f36659ff (GameAssembly) mono_type_is_struct 0x00007ff8f21863f9 (GameAssembly) mono_domain_set 0x00007ff8f324c87e (GameAssembly) mono_type_is_struct 0x00007ff8f234ef3e (GameAssembly) mono_type_is_struct 0x00007ff8f2769cc0 (GameAssembly) mono_type_is_struct 0x00007ff8f323e460 (GameAssembly) mono_type_is_struct 0x00007ff8f20028c2 (GameAssembly) il2cpp_class_get_static_field_data 0x00007ff8f3223616 (GameAssembly) mono_type_is_struct 0x00007ff8f326ad24 (GameAssembly) mono_type_is_struct 0x00007ff8f232ece6 (GameAssembly) SystemNative_UTime 0x00007ff8f232e7b4 (GameAssembly) SystemNative_UTime 0x00007ff920d33f58 (UnityPlayer) 0x00007ff920d37182 (UnityPlayer) 0x00007ff920d54de2 (UnityPlayer) 0x00007ff9209a840e (UnityPlayer) 0x00007ff92107ea26 (UnityPlayer) UnityMain 0x00007ff92107e666 (UnityPlayer) UnityMain 0x00007ff920cb4b5d (UnityPlayer) 0x00007ff920caca10 (UnityPlayer) 0x00007ff920bb3fda (UnityPlayer) 0x00007ff920bb4080 (UnityPlayer) 0x00007ff920bb6d58 (UnityPlayer) 0x00007ff920daf83a (UnityPlayer) 0x00007ff920dae56b (UnityPlayer) 0x00007ff920db2f07 (UnityPlayer) 0x00007ff920db4dbb (UnityPlayer) UnityMain 0x00007ff7fc6e11f2 (Last Epoch) 0x00007ff9c8ffe8d7 (KERNEL32) BaseThreadInitThunk 0x00007ff9cb0ffbcc (ntdll) RtlUserThreadStart 2025-02-10T01:32:50.1017773+00:00 Log LoadingScreen.OnBeforeSceneUnloaded(Dun3Q10, Single) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:32:50.1017773+00:00 Log LoadingScreen.OnBeforeSceneUnloaded assign sceneDetails LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:32:50.1027792+00:00 Log LoadingScreen.OnBeforeSceneUnloaded enable LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:32:50.1027792+00:00 Log LoadingScreen.OnEnable(Dun3Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) 2025-02-10T01:32:50.1027792+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'False to 'True' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Enable() LE.UI.LoadingScreen:OnBeforeSceneUnloaded(String, LoadSceneMode) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) ClientSceneService:LoadSceneAsync(String, LoadSceneMode) LE.Services.Transitions.d__7:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:DoTransitionAsync(UserIdentity, String, TransitionInfo) LE.Services.Transitions.d__8:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.Services.Transitions.OfflineTransitionService:Default(UserIdentity, String, Byte) d__3:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LoadSceneInteraction:Interaction(GameObject) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) Unloading 2 Unused Serialized files (Serialized files now loaded: 22) Unloading 1002 unused Assets to reduce memory usage. Loaded Objects now: 1162654. Total: 485.611900 ms (FindLiveObjects: 60.462000 ms CreateObjectMapping: 31.196700 ms MarkObjects: 388.235000 ms DeleteObjects: 5.717600 ms) Unloading 53 Unused Serialized files (Serialized files now loaded: 22) UnloadTime: 110.914100 ms 2025-02-10T01:32:52.2369296+00:00 Log LoadingScreen.OnLocalPlayerInitialized(Dun3Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Dungeons.ClientDungeonService:HandleTransition(UserIdentity, Actor, TransitionInfo, String) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:32:52.2369296+00:00 Log LoadingScreen.DisableAsync(Dun3Q10, False) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) LE.UI.LoadingScreen:DisableAsync(Boolean) LE.UI.LoadingScreen:OnLocalPlayerInitialized(PlayerActorSync) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`1, TArg) PlayerSpawnManager:PlacePlayerAtPosition(Actor, Vector3, Quaternion, Vector3, Boolean, Single, Boolean) PlayerSpawnManager:PlacePlayerAtPlayerSpawn(Actor, PlayerSpawn, Boolean) LE.Dungeons.ClientDungeonService:HandleTransition(UserIdentity, Actor, TransitionInfo, String) d__21:MoveNext() PlayerSpawnManager:PlacePlayer(UserIdentity, Actor, TransitionInfo, String, CancellationToken) d__15:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder`1:Start(TStateMachine&) PlayerSpawnManager:onSceneLoad(String, String) LE.Networking.PlayerEvents:InvokeEventWithErrorHandling(Action`2, TArg1, TArg2) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() 2025-02-10T01:32:52.2776866+00:00 Log Time to Single load 'Dun3Q10' 2.27 s LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__38:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask`1:Run() Cysharp.Threading.Tasks.Internal.PooledDelegate`1:Run(T) UnityEngine.AsyncOperation:InvokeCompletionEvent() Unloading 7131 unused Assets to reduce memory usage. Loaded Objects now: 1120241. Total: 482.022000 ms (FindLiveObjects: 57.655200 ms CreateObjectMapping: 39.303800 ms MarkObjects: 377.814500 ms DeleteObjects: 7.248100 ms) 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 "SceneObjects/Visuals/Foreground/Rooms Folder/IF_CatwalkUpper_Z/ImpFactoryCatwalk L/ImpFactorySupport (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 "SceneObjects/Visuals/Foreground/Rooms Folder/IF_CatwalkUpper_Z/ImpFactoryCatwalk T/ImpFactorySupport (7)/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 "SceneObjects/Visuals/Foreground/Rooms Folder/IF_CatwalkUpper_Z/Factory Catwalk_I/ImpFactorySupport/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 "SceneObjects/Visuals/Foreground/Rooms Folder/IF_CatwalkUpper_Z/Factory Catwalk_I/ImpFactorySupport (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 "SceneObjects/Visuals/Foreground/Rooms Folder/IF_CatwalkUpper_Z/ImpFactoryCatwalk L/ImpFactorySupport (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 "SceneObjects/Visuals/Foreground/Rooms Folder/IF_CatwalkUpper_Z" 2025-02-10T01:32:53.7501139+00:00 Log LoadingScreen.OnDisable(Dun3Q10) LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:32:53.7501139+00:00 Log EpochInputManager.ButtonPressBlocked has been changed from 'True to 'False' LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_ButtonPressBlocked(Boolean) LE.UI.LoadingScreen:Disable() LE.UI.d__27:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoid`1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) Cysharp.Threading.Tasks.DelayFramePromise:MoveNext() Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore() 2025-02-10T01:32:59.1391971+00:00 Warning DOTWEEN ► Tween startup failed (NULL target/property - Single b__0()): the tween will now be killed ► Object reference not set to an instance of an 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.TweenerCore`3:Startup() DG.Tweening.Core.TweenManager:Update(UpdateType, Single, Single) DG.Tweening.Core.DOTweenComponent:Update() 2025-02-10T01:32:59.8722168+00:00 Log Was Deactivated LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[]) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) PrioritizedNavigable:LateUpdate()