Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec) [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Last Epoch/app/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 970 (ID=0x13c2) Vendor: VRAM: 4043 MB Driver: 30.0.15.1215 D3D11 device created for Microsoft Media Foundation video decoding. The referenced script (WFX_LightCurves) on this Behaviour is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 199] (Filename: Line: 199) The referenced script (WFX_LightCurves) on this Behaviour is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 199] (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'Point light') is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'Point light') is missing! UnityEngine.Resources:Load(String) AbilityManager:get() AbilityManager:EditorReset() [ line 334] (Filename: Line: 334) Shader 'MysticArsenal/MysticHSV': fallback shader 'Particles/Additive' not found Particle system meshes will only work with exactly one (1) sub mesh UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:EditorReset() [ line 279] (Filename: Line: 279) Particle system meshes will only work with exactly one (1) sub mesh UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:EditorReset() [ line 279] (Filename: Line: 279) Particle system meshes will only work with exactly one (1) sub mesh UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:EditorReset() [ line 279] (Filename: Line: 279) Particle system meshes will only work with exactly one (1) sub mesh UnityEngine.Resources:Load(String) VFXManager:get() VFXManager:EditorReset() [ line 279] (Filename: Line: 279) [Instantiation] Loaded Serializers: PlayOneShotSound - Generated.PlayOneShotSoundSerializerGenerated SelfDestroyer - Generated.SelfDestroyerSerializerGenerated DestroyAfterDuration - Generated.DestroyAfterDurationSerializerGenerated RotatesToAngle - Generated.RotatesToAngleSerializerGenerated DetachParticleSystemsOnDeath - Generated.DetachParticleSystemsOnDeathSerializerGenerated StartsAtTarget - Generated.StartsAtTargetSerializerGenerated RFX1_LightCurves - Generated.RFX1_LightCurvesSerializerGenerated StartForwardsFromCreator - Generated.StartForwardsFromCreatorSerializerGenerated VelocityForDuration - Generated.VelocityForDurationSerializerGenerated RFX4_Turbulence - Generated.RFX4_TurbulenceSerializerGenerated ConstantRotation - Generated.ConstantRotationSerializerGenerated SceneObjectIndicator - Generated.SceneObjectIndicatorSerializerGenerated SubObjectsStretchToLocationCreatedFrom - Generated.SubObjectsStretchToLocationCreatedFromSerializerGenerated ActivateChildAfterRandomDuration - Generated.ActivateChildAfterRandomDurationSerializerGenerated TextureTilingOnScale - Generated.TextureTilingOnScaleSerializerGenerated RFX4_ShaderFloatCurve - Generated.RFX4_ShaderFloatCurveSerializerGenerated ActivateObjectsAfterDuration - Generated.ActivateObjectsAfterDurationSerializerGenerated RepeatedlyLookAtTransform - Generated.RepeatedlyLookAtTransformSerializerGenerated FT_LineHitPoint - Generated.FT_LineHitPointSerializerGenerated FT_LineRender - Generated.FT_LineRenderSerializerGenerated StartsTowardsTarget - Generated.StartsTowardsTargetSerializerGenerated MagicalFX.FX_Rotation - Generated.FX_RotationSerializerGenerated CreateOnDeath - Generated.CreateOnDeathSerializerGenerated StartsAboveTarget - Generated.StartsAboveTargetSerializerGenerated StartAwayFromTarget - Generated.StartAwayFromTargetSerializerGenerated UnityEngine.BoxCollider - LE.Caching.CustomSerializers.BoxColliderSerializer UnityEngine.CapsuleCollider - LE.Caching.CustomSerializers.CapsuleColliderSerializer UnityEngine.SphereCollider - LE.Caching.CustomSerializers.SphereColliderSerializer UnityEngine.Transform - LE.Caching.CustomSerializers.TransformSerializer UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Caching.Serialization:GetSerializers() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Initializing input. Input initialized. Initialized touch support. The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'ChatTextTagged') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! (Filename: Line: 334) A scripted object (probably MeshDecimator.Unity.DecimatedObject?) has a different serialization layout when loading. (Read 32 bytes but expected 136 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script (RuntimeDevMode) on this Behaviour is missing! (Filename: Line: 199) The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) UnloadTime: 18.815300 ms game version: 0.8.5f UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. GraphicsBackend.Options.GraphicsConfiguration:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() [ line 606] (Filename: Line: 606) Failed To Load character with key 1CHARACTERSLOT_BETA_2 Exception: System.IO.IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile..ctor (System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OneTimeRead (System.String& data, System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacterFromFile (System.String key, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Boolean canSaveToNewFolderPrefixType, System.Boolean oneTimeRead) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacter (System.String key, System.Boolean resetFileHandles, System.Boolean oneTimeRead, System.Boolean& dataMayExist) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlotsSP (System.Int32 avoidSlot, System.Int32& numberOfCharacters) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots+d__30.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlots (System.Int32 avoidSlot, System.Boolean clearExistingSlots) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) CharacterSavingManager:deserialiseCharacter(String, Boolean, Boolean, Boolean&) LocalCharacterSlots:PopulateCharacterSlotsSP(Int32, Int32&) d__30:MoveNext() LocalCharacterSlots:PopulateCharacterSlots(Int32, Boolean) LocalCharacterSlots:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() [ line 606] (Filename: Line: 606) IMGUI OnEnable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 7 Unused Serialized files (Serialized files now loaded: 8) UnloadTime: 19.794200 ms Uploading Crash Report IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.BackupFile (System.String forceData) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OnSceneChanged (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Unloading 597 unused Assets to reduce memory usage. Loaded Objects now: 683092. Total: 1452.715200 ms (FindLiveObjects: 62.462800 ms CreateObjectMapping: 131.927200 ms MarkObjects: 1256.079100 ms DeleteObjects: 2.245300 ms) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) d__54:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Please add an 'FMOD Studio Listener' component to your a camera in the scene for correct 3D positioning of sounds. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'DomainManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.DomainManager:logFilterIsNull() Crosstales.BWF.BWFManager:get_isReady() Crosstales.BWF.BWFManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Deactivating main camera UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed To Load character with key 1CHARACTERSLOT_BETA_2 Exception: System.IO.IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile..ctor (System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OneTimeRead (System.String& data, System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacterFromFile (System.String key, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Boolean canSaveToNewFolderPrefixType, System.Boolean oneTimeRead) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacter (System.String key, System.Boolean resetFileHandles, System.Boolean oneTimeRead, System.Boolean& dataMayExist) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlotsSP (System.Int32 avoidSlot, System.Int32& numberOfCharacters) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots+d__30.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlots (System.Int32 avoidSlot, System.Boolean clearExistingSlots) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnEnterState (LE.UI.Login.LoginController+LoginUIState exitingState, LE.UI.Login.LoginController+LoginUIState enteringState) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.FSMController`1[T].InvokeStateChangeEvents (T newState) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController+d__25.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.AccelByteUserService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.AccelByteUserService+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at LE.Wrapper.AccelByte.AccelByteUserWrapper+d__13.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSource`1[T].TrySignalCompletion (Cysharp.Threading.Tasks.UniTaskStatus status) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Windows.WebCam.PhotoCapture+OnCaptureResourceCreatedCallback.Invoke (UnityEngine.Windows.WebCam.PhotoCapture captureObject) [0x00000] in <00000000000000000000000000000000>:0 at AccelByte.Core.ResultCallbackExtension.TryOk[T] (AccelByte.Core.ResultCallback`1[T] callback, T value) [0x00000] in <00000000000000000000000000000000>:0 at AccelByteEntitlementManager+<>c__DisplayClass0_0.b__0 (AccelByte.Core.Result`1[T] result) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Windows.WebCam.PhotoCapture+OnCaptureResourceCreatedCallback.Invoke (UnityEngine.Windows.WebCam.PhotoCapture captureObject) [0x00000] in <00000000000000000000000000000000>:0 at AccelByte.Core.ResultCallbackExtension.TryOk[T] (AccelByte.Core.ResultCallback`1[T] callback, T value) [0x00000] in <00000000000000000000000000000000>:0 at AccelByte.Api.Entitlement+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) CharacterSavingManager:deserialiseCharacter(String, Boolean, Boolean, Boolean&) LocalCharacterSlots:PopulateCharacterSlotsSP(Int32, Int32&) d__30:MoveNext() LocalCharacterSlots:PopulateCharacterSlots(Int32, Boolean) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.d__25:MoveNext() BlockAction:Invoke() PlayerChangedAction:Invoke(GameObject) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__8:MoveNext() BlockAction:Invoke() PlayerChangedAction:Invoke(GameObject) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__17:MoveNext() BlockAction:Invoke() PlayerChangedAction:Invoke(GameObject) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Wrapper.AccelByte.d__13:MoveNext() BlockAction:Invoke() PlayerChangedAction:Invoke(GameObject) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) AccelByte.Core.ResultCallbackExtension:TryOk(ResultCallback`1, T) <>c__DisplayClass0_0:b__0(Result`1) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) AccelByte.Core.ResultCallbackExtension:TryOk(ResultCallback`1, T) AccelByte.Api.d__11:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed To Load character with key 1CHARACTERSLOT_BETA_2 Exception: System.IO.IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile..ctor (System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OneTimeRead (System.String& data, System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacterFromFile (System.String key, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Boolean canSaveToNewFolderPrefixType, System.Boolean oneTimeRead) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacter (System.String key, System.Boolean resetFileHandles, System.Boolean oneTimeRead, System.Boolean& dataMayExist) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlotsSP (System.Int32 avoidSlot, System.Int32& numberOfCharacters) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots+d__30.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlots (System.Int32 avoidSlot, System.Boolean clearExistingSlots) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnEnterState (LE.UI.Login.LoginController+LoginUIState exitingState, LE.UI.Login.LoginController+LoginUIState enteringState) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.FSMController`1[T].InvokeStateChangeEvents (T newState) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController+d__25.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.AccelByteUserService+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at LE.Services.AccelByteUserService+d__17.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at LE.Wrapper.AccelByte.AccelByteUserWrapper+d__13.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSource`1[T].TrySignalCompletion (Cysharp.Threading.Tasks.UniTaskStatus status) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Windows.WebCam.PhotoCapture+OnCaptureResourceCreatedCallback.Invoke (UnityEngine.Windows.WebCam.PhotoCapture captureObject) [0x00000] in <00000000000000000000000000000000>:0 at AccelByte.Core.ResultCallbackExtension.TryOk[T] (AccelByte.Core.ResultCallback`1[T] callback, T value) [0x00000] in <00000000000000000000000000000000>:0 at AccelByteEntitlementManager+<>c__DisplayClass0_0.b__0 (AccelByte.Core.Result`1[T] result) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Windows.WebCam.PhotoCapture+OnCaptureResourceCreatedCallback.Invoke (UnityEngine.Windows.WebCam.PhotoCapture captureObject) [0x00000] in <00000000000000000000000000000000>:0 at AccelByte.Core.ResultCallbackExtension.TryOk[T] (AccelByte.Core.ResultCallback`1[T] callback, T value) [0x00000] in <00000000000000000000000000000000>:0 at AccelByte.Api.Entitlement+d__11.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) CharacterSavingManager:deserialiseCharacter(String, Boolean, Boolean, Boolean&) LocalCharacterSlots:PopulateCharacterSlotsSP(Int32, Int32&) d__30:MoveNext() LocalCharacterSlots:PopulateCharacterSlots(Int32, Boolean) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.d__25:MoveNext() BlockAction:Invoke() PlayerChangedAction:Invoke(GameObject) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__8:MoveNext() BlockAction:Invoke() PlayerChangedAction:Invoke(GameObject) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Services.d__17:MoveNext() BlockAction:Invoke() PlayerChangedAction:Invoke(GameObject) Cysharp.Threading.Tasks.UniTaskCompletionSourceCore`1:TrySetResult(TResult) LE.Wrapper.AccelByte.d__13:MoveNext() BlockAction:Invoke() PlayerChangedAction:Invoke(GameObject) Cysharp.Threading.Tasks.UniTaskCompletionSource`1:TrySignalCompletion(UniTaskStatus) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) AccelByte.Core.ResultCallbackExtension:TryOk(ResultCallback`1, T) <>c__DisplayClass0_0:b__0(Result`1) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) AccelByte.Core.ResultCallbackExtension:TryOk(ResultCallback`1, T) AccelByte.Api.d__11:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed To Load character with key 1CHARACTERSLOT_BETA_2 Exception: System.IO.IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile..ctor (System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OneTimeRead (System.String& data, System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacterFromFile (System.String key, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Boolean canSaveToNewFolderPrefixType, System.Boolean oneTimeRead) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacter (System.String key, System.Boolean resetFileHandles, System.Boolean oneTimeRead, System.Boolean& dataMayExist) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlotsSP (System.Int32 avoidSlot, System.Int32& numberOfCharacters) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots+d__30.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlots (System.Int32 avoidSlot, System.Boolean clearExistingSlots) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSPPlayButtonPressed () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) CharacterSavingManager:deserialiseCharacter(String, Boolean, Boolean, Boolean&) LocalCharacterSlots:PopulateCharacterSlotsSP(Int32, Int32&) d__30:MoveNext() LocalCharacterSlots:PopulateCharacterSlots(Int32, Boolean) LE.UI.Login.LoginController:OnSPPlayButtonPressed() BlockAction:Invoke() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed To Load character with key 1CHARACTERSLOT_BETA_2 Exception: System.IO.IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile..ctor (System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OneTimeRead (System.String& data, System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacterFromFile (System.String key, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Boolean canSaveToNewFolderPrefixType, System.Boolean oneTimeRead) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacter (System.String key, System.Boolean resetFileHandles, System.Boolean oneTimeRead, System.Boolean& dataMayExist) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlotsSP (System.Int32 avoidSlot, System.Int32& numberOfCharacters) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots+d__30.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlots (System.Int32 avoidSlot, System.Boolean clearExistingSlots) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSPPlayButtonPressed () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMousePress (Rewired.Integration.UnityUI.RewiredPointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvent (System.Int32 playerId, System.Int32 pointerIndex) [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.ProcessMouseEvents () [0x00000] in <00000000000000000000000000000000>:0 at Rewired.Integration.UnityUI.RewiredStandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) CharacterSavingManager:deserialiseCharacter(String, Boolean, Boolean, Boolean&) LocalCharacterSlots:PopulateCharacterSlotsSP(Int32, Int32&) d__30:MoveNext() LocalCharacterSlots:PopulateCharacterSlots(Int32, Boolean) LE.UI.Login.LoginController:OnSPPlayButtonPressed() BlockAction:Invoke() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed to create agent because it is not close enough to the NavMesh UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() [ line 648] (Filename: Line: 648) 'filter' is null! Did you add the 'CapitalizationManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.CapitalizationManager:logFilterIsNull() Crosstales.BWF.Manager.CapitalizationManager:ReplaceAll(String, Boolean, String, String) Crosstales.BWF.BWFManager:ReplaceAll(String, ManagerMask, String[]) ChatMessageVisuals:Initialize(ChatMsg) ChatManager:DrawChatMessage(ChatMsg) PlayerChangedAction:Invoke(GameObject) ChannelManager:Channel_OnMessageAdded(ChatChannel, ChatMsg) System.Action`2:Invoke(T1, T2) ChatChannel:AddMessage(ChatMsg) ChannelManager:SortMessage(ChatMsg) ChatManager:b__82_0(Result`1) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) AccelByte.Api.d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Resources:Load(String) AilmentList:get() AilmentList:getAilment(AilmentID) NovaMutator:Awake() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) 'filter' is null! Did you add the 'PunctuationManager' to the current scene? UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) Crosstales.BWF.Manager.PunctuationManager:logFilterIsNull() Crosstales.BWF.Manager.PunctuationManager:ReplaceAll(String, Boolean, String, String) Crosstales.BWF.BWFManager:ReplaceAll(String, ManagerMask, String[]) ChatMessageVisuals:Initialize(ChatMsg) ChatManager:DrawChatMessage(ChatMsg) PlayerChangedAction:Invoke(GameObject) ChannelManager:Channel_OnMessageAdded(ChatChannel, ChatMsg) System.Action`2:Invoke(T1, T2) ChatChannel:AddMessage(ChatMsg) ChannelManager:SortMessage(ChatMsg) ChatManager:b__82_0(Result`1) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) AccelByte.Api.d__9:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) UnityEngine.Resources:Load(String) AilmentList:get() AilmentList:getAilment(AilmentID) NovaMutator:Awake() UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) LE.AssetManagement.SceneReferenceManager:Instantiate(AssetReferenceGameObject, Vector3, Quaternion) ActorData:spawn(Vector3, Single, NetworkingPlayer, GameObject, PositionSyncType) PlayerUtility:InstantiatePlayerActor(ActorData, NetworkingPlayer) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: EoT UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Unload Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Unload Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempting Load Scene References UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.123947 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unload scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() CharacterDataTracker:InitializeCharacter() d__16:MoveNext() CharacterDataTracker:SetupCharacterFromData(CharacterData) LE.Services.d__20:MoveNext() LE.Services.AccelByteUserService:LE.Services.IUserService.StartPlayWithCharacter(CharacterData, CancellationToken) d__41:MoveNext() LocalCharacterSlots:LoadCharacterByData(CharacterData) d__33:MoveNext() CharacterSelect:LoadCharacterClick() BlockAction:Invoke() UnityEngine.Events.InvokableCall:Invoke() UnityEngine.Events.UnityEvent:Invoke() System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMousePress(MouseButtonEventData) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvent(Int32, Int32) Rewired.Integration.UnityUI.RewiredStandaloneInputModule:ProcessMouseEvents() Rewired.Integration.UnityUI.RewiredStandaloneInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 5 Unused Serialized files (Serialized files now loaded: 10) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at LE.UI.Party.PartyOverviewController+d__8.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Party.PartyOverviewController.Init () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception) LE.UI.Party.d__8:MoveNext() LE.UI.Party.PartyOverviewController:Init() (Filename: currently not available on il2cpp Line: -1) Unloading 607 unused Assets to reduce memory usage. Loaded Objects now: 746056. Total: 1321.117300 ms (FindLiveObjects: 53.656700 ms CreateObjectMapping: 123.905500 ms MarkObjects: 1142.002200 ms DeleteObjects: 1.552300 ms) Unload assets/previous scene complete UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Loading Scene EoT UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Time to load EoT 2.85 s UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script on this Behaviour (Game Object 'PostCamModifier') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 26 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 12.855700 ms Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.BackupFile (System.String forceData) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OnSceneChanged (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Unloading 639 unused Assets to reduce memory usage. Loaded Objects now: 764501. Total: 1312.680200 ms (FindLiveObjects: 43.184700 ms CreateObjectMapping: 128.502900 ms MarkObjects: 1137.550000 ms DeleteObjects: 3.442200 ms) Joining the default global chat channel UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) BlockAction:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Joining the default global chat channel UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) BlockAction:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Send global chat is successful UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <>c__DisplayClass63_0:b__0(Result) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) BlockAction:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Send global chat is successful UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <>c__DisplayClass63_0:b__0(Result) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) BlockAction:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Send global chat is successful UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) <>c__DisplayClass63_0:b__0(Result) UnityEngine.Windows.WebCam.OnCaptureResourceCreatedCallback:Invoke(PhotoCapture) BlockAction:Invoke() AccelByte.Core.d__10:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report NullReferenceException: Object reference not set to an instance of an object. at PixelCrushers.DialogueSystem.Examples.AlwaysFaceCamera.ComputeScale () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) NullReferenceException: Object reference not set to an instance of an object. at PixelCrushers.DialogueSystem.Examples.AlwaysFaceCamera.ComputeScale () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) The referenced script (RuntimeDevMode) on this Behaviour is missing! (Filename: Line: 199) The referenced script (LE.Dev.DevImGUIRenderer) on this Behaviour is missing! (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) A scripted object (probably RuntimeDevMode?) has a different serialization layout when loading. (Read 32 bytes but expected 84 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? (Filename: Line: 2337) The referenced script on this Behaviour (Game Object 'DevModeWindow') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object '!ftraceLightmaps') is missing! (Filename: Line: 334) Unloading 4 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 34.096100 ms game version: 0.8.5f UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) GameVersionManager:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. GraphicsBackend.Options.GraphicsConfiguration:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() [ line 606] (Filename: Line: 606) Failed To Load character with key 1CHARACTERSLOT_BETA_2 Exception: System.IO.IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile..ctor (System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OneTimeRead (System.String& data, System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacterFromFile (System.String key, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Boolean canSaveToNewFolderPrefixType, System.Boolean oneTimeRead) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacter (System.String key, System.Boolean resetFileHandles, System.Boolean oneTimeRead, System.Boolean& dataMayExist) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlotsSP (System.Int32 avoidSlot, System.Int32& numberOfCharacters) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots+d__30.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlots (System.Int32 avoidSlot, System.Boolean clearExistingSlots) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.Awake () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Transform parent, System.Boolean instantiateInWorldSpace) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Transform parent, System.Boolean worldPositionStays) [0x00000] in <00000000000000000000000000000000>:0 at UIPanel.GetInstance (System.Boolean autoDisable) [0x00000] in <00000000000000000000000000000000>:0 at UIBase.Awake () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) CharacterSavingManager:deserialiseCharacter(String, Boolean, Boolean, Boolean&) LocalCharacterSlots:PopulateCharacterSlotsSP(Int32, Int32&) d__30:MoveNext() LocalCharacterSlots:PopulateCharacterSlots(Int32, Boolean) LocalCharacterSlots:Awake() UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:Awake() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. Rewired.UI.ControlMapper.ControlMapper:Awake() [ line 606] (Filename: Line: 606) IMGUI OnEnable UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) ImGuiNET.Unity.DearImGui:OnEnable() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1895 unused Assets to reduce memory usage. Loaded Objects now: 701733. Total: 1246.199200 ms (FindLiveObjects: 44.973500 ms CreateObjectMapping: 115.332300 ms MarkObjects: 1078.472700 ms DeleteObjects: 7.419900 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 701733. Total: 1250.384300 ms (FindLiveObjects: 42.884700 ms CreateObjectMapping: 116.294200 ms MarkObjects: 1089.975600 ms DeleteObjects: 1.228900 ms) Unloading 5 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 7.224500 ms IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.BackupFile (System.String forceData) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OnSceneChanged (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`2[T0,T1].Invoke (T0 arg0, T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SceneManagement.SceneManager.Internal_SceneLoaded (UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Unloading 539 unused Assets to reduce memory usage. Loaded Objects now: 702358. Total: 1222.034700 ms (FindLiveObjects: 42.960600 ms CreateObjectMapping: 118.931200 ms MarkObjects: 1058.629300 ms DeleteObjects: 1.512900 ms) Input Mode : Mouse & Keyboard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EpochInputManager:set_IsControllerActive(Boolean) d__54:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) No working integration, destroying EpochRGB UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.Integrations.RGB.EpochRGB:UpdateRGBState() LE.Integrations.RGB.EpochRGB:Start() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed To Load character with key 1CHARACTERSLOT_BETA_2 Exception: System.IO.IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile..ctor (System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OneTimeRead (System.String& data, System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacterFromFile (System.String key, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Boolean canSaveToNewFolderPrefixType, System.Boolean oneTimeRead) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacter (System.String key, System.Boolean resetFileHandles, System.Boolean oneTimeRead, System.Boolean& dataMayExist) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlotsSP (System.Int32 avoidSlot, System.Int32& numberOfCharacters) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots+d__30.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlots (System.Int32 avoidSlot, System.Boolean clearExistingSlots) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnEnterState (LE.UI.Login.LoginController+LoginUIState exitingState, LE.UI.Login.LoginController+LoginUIState enteringState) [0x00000] in <00000000000000000000000000000000>:0 at System.Action`2[T1,T2].Invoke (T1 arg1, T2 arg2) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.FSMController`1[T].InvokeStateChangeEvents (T newState) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.Init () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) CharacterSavingManager:deserialiseCharacter(String, Boolean, Boolean, Boolean&) LocalCharacterSlots:PopulateCharacterSlotsSP(Int32, Int32&) d__30:MoveNext() LocalCharacterSlots:PopulateCharacterSlots(Int32, Boolean) LE.UI.Login.LoginController:OnEnterState(LoginUIState, LoginUIState) System.Action`2:Invoke(T1, T2) LE.UI.FSMController`1:InvokeStateChangeEvents(T) LE.UI.Login.LoginController:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Failed To Load character with key 1CHARACTERSLOT_BETA_2 Exception: System.IO.IOException: Sharing violation on path C:\Users\George\AppData\LocalLow\Eleventh Hour Games\Last Epoch\Saves\1CHARACTERSLOT_BETA_2 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.InitializeStreams () [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile..ctor (System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at SafeTextFile.OneTimeRead (System.String& data, System.String path, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Int32 bufferSize) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacterFromFile (System.String key, CharacterSavingManager+FolderPrefixType folderPrefixType, System.Boolean canSaveToNewFolderPrefixType, System.Boolean oneTimeRead) [0x00000] in <00000000000000000000000000000000>:0 at CharacterSavingManager.deserialiseCharacter (System.String key, System.Boolean resetFileHandles, System.Boolean oneTimeRead, System.Boolean& dataMayExist) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlotsSP (System.Int32 avoidSlot, System.Int32& numberOfCharacters) [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots+d__30.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at LocalCharacterSlots.PopulateCharacterSlots (System.Int32 avoidSlot, System.Boolean clearExistingSlots) [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.OnSPPlayButtonPressed () [0x00000] in <00000000000000000000000000000000>:0 at LE.UI.Login.LoginController.Init () [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) CharacterSavingManager:deserialiseCharacter(String, Boolean, Boolean, Boolean&) LocalCharacterSlots:PopulateCharacterSlotsSP(Int32, Int32&) d__30:MoveNext() LocalCharacterSlots:PopulateCharacterSlots(Int32, Boolean) LE.UI.Login.LoginController:OnSPPlayButtonPressed() LE.UI.Login.LoginController:Init() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Deactivating main camera UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) d__12:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)