Initialize engine version: 2019.4.23f1 (3f4e01f1a5ec) [Subsystems] Discovering subsystems at path C:/Program Files (x86)/Steam/steamapps/common/Last Epoch/Last Epoch_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 3070 Ti (ID=0x2482) Vendor: VRAM: 8041 MB Driver: 31.0.15.1694 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: 2.278800 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) 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: 4.033600 ms Unloading 597 unused Assets to reduce memory usage. Loaded Objects now: 683092. Total: 688.586500 ms (FindLiveObjects: 20.104700 ms CreateObjectMapping: 58.810100 ms MarkObjects: 608.622600 ms DeleteObjects: 1.048500 ms) Uploading Crash Report BankLoadException: [FMOD] Could not load bank 'C:/Program Files (x86)/Steam/steamapps/common/Last Epoch/Last Epoch_Data/StreamingAssets/UI.bank' : ERR_FILE_BAD : Error loading file. at FMODUnity.RuntimeManager.LoadBank (System.String bankName, System.Boolean loadSamples) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.RuntimeManager.LoadBanks (FMODUnity.Settings fmodSettings) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.RuntimeManager.Initialize () [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.RuntimeManager.get_Instance () [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.RuntimeManager.GetBus (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at WindowFocusManager.OnApplicationFocus (System.Boolean focus) [0x00000] in <00000000000000000000000000000000>:0 UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) FMODUnity.RuntimeManager:LoadBanks(Settings) FMODUnity.RuntimeManager:Initialize() FMODUnity.RuntimeManager:get_Instance() FMODUnity.RuntimeManager:GetBus(String) WindowFocusManager:OnApplicationFocus(Boolean) (Filename: currently not available on il2cpp Line: -1) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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 create agent because it is not close 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) InventoryBlessingSlotUI:SetVisuals(Single, Boolean, Boolean, Boolean, Boolean, Int32) InventoryPanelUI:SelectTimelineForBlessingDisplay(Int32) UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:openInventory(Boolean, Boolean) ActorVisuals:CreateClassVisuals(Int32) d__15:MoveNext() CharacterDataTracker:SetupCharacter() 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) '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) InventoryBlessingSlotUI:SetVisuals(Single, Boolean, Boolean, Boolean, Boolean, Int32) InventoryPanelUI:SelectTimelineForBlessingDisplay(Int32) UnityEngine.Object:Instantiate(Object, Transform, Boolean) UnityEngine.Object:Instantiate(T, Transform, Boolean) UIPanel:GetInstance(Boolean) UIBase:openInventory(Boolean, Boolean) ActorVisuals:CreateClassVisuals(Int32) d__15:MoveNext() CharacterDataTracker:SetupCharacter() 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) PreLoading Scene: A30 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: 0.0001831055 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: 8) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) 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 406 unused Assets to reduce memory usage. Loaded Objects now: 725988. Total: 836.680600 ms (FindLiveObjects: 30.634500 ms CreateObjectMapping: 67.447900 ms MarkObjects: 737.641600 ms DeleteObjects: 0.956500 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 A30 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 A30 1.09 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) 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) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 12 Unused Serialized files (Serialized files now loaded: 8) UnloadTime: 7.246700 ms Unloading 643 unused Assets to reduce memory usage. Loaded Objects now: 794353. Total: 841.273700 ms (FindLiveObjects: 30.350200 ms CreateObjectMapping: 74.473300 ms MarkObjects: 734.100200 ms DeleteObjects: 2.349600 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:openMap(Boolean, Boolean) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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: B20 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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) The referenced script on this Behaviour (Game Object '') is missing! (Filename: Line: 334) Finished Load Scene References, Time Taken: 0.8685913 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 814956. Total: 875.648100 ms (FindLiveObjects: 28.978000 ms CreateObjectMapping: 68.811100 ms MarkObjects: 777.009300 ms DeleteObjects: 0.849400 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 B20 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 B20 1.76 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 '!ftraceLightmaps') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 18 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 33.085300 ms Unloading 1247 unused Assets to reduce memory usage. Loaded Objects now: 915988. Total: 867.063700 ms (FindLiveObjects: 35.081800 ms CreateObjectMapping: 73.453000 ms MarkObjects: 754.794300 ms DeleteObjects: 3.734100 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 915988. Total: 872.193800 ms (FindLiveObjects: 34.841700 ms CreateObjectMapping: 72.511200 ms MarkObjects: 763.961100 ms DeleteObjects: 0.879400 ms) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at BufferedCommandHolder.executeBufferedAbilityCommand (System.Boolean canOnlyUseAbilitiesThatCanBeUsedInLowPrioritySettle) [0x00000] in <00000000000000000000000000000000>:0 at BufferedCommandHolder.executeAnyBufferedAbilityCommandIfReady () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.update () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:requestPickup() DistantItemPickupHandler:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) Curl error 28: Operation timed out after 60000 milliseconds with 0 bytes received (Filename: Line: 813) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:DropItemFromCursor(ContainerID, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ReturnCursorItemToSource() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:DropItemFromCursor(ContainerID, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainersManager:TryToSwapItemOnCursor(ContainerID, Vector2Int, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:TryToSwapItemOnCursor(ContainerID, Vector2Int, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() NonInteractableItemContainerUI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() NonInteractableItemContainerUI:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:DropItemFromCursor(ContainerID, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:TryQuickEquip(ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickEquipFromInventory(ContainerID, Vector2Int, Boolean, Boolean, Boolean, Boolean, Boolean) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourplate UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourplate UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:TryQuickEquip(ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickEquipFromInventory(ContainerID, Vector2Int, Boolean, Boolean, Boolean, Boolean, Boolean) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:vacuumNearbyCraftingMaterials(Actor, GroundItemList, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() [ line 199] (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() [ line 334] (Filename: Line: 334) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Gloves/sfx_ui_inventoryitem_glovesleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_amulet 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_amulet UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:requestPickup() DistantItemPickupHandler:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at BufferedCommandHolder.executeBufferedAbilityCommand (System.Boolean canOnlyUseAbilitiesThatCanBeUsedInLowPrioritySettle) [0x00000] in <00000000000000000000000000000000>:0 at BufferedCommandHolder.executeAnyBufferedAbilityCommandIfReady () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.update () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootslight2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) PreLoading Scene: B25 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001220703 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 3670 unused Assets to reduce memory usage. Loaded Objects now: 1019558. Total: 1011.339100 ms (FindLiveObjects: 52.244800 ms CreateObjectMapping: 78.267900 ms MarkObjects: 877.413800 ms DeleteObjects: 3.412300 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 B25 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 B25 1.03 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 20 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 135.086200 ms Unloading 1107 unused Assets to reduce memory usage. Loaded Objects now: 847523. Total: 934.922300 ms (FindLiveObjects: 33.844200 ms CreateObjectMapping: 74.450600 ms MarkObjects: 824.584800 ms DeleteObjects: 2.042200 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 847523. Total: 927.862500 ms (FindLiveObjects: 33.042200 ms CreateObjectMapping: 70.780700 ms MarkObjects: 823.128300 ms DeleteObjects: 0.910900 ms) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at CompleteObjectivesInOrderInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Attempted to free an already freed FadeInstance (tracked: False, active: False) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogError(Object) HideableSystem:FreeFadeInstance(FadeInstance, Boolean) PlayerChangedAction:Invoke(GameObject) <>c__DisplayClass34_0:b__0(FadeInstance) PlayerChangedAction:Invoke(GameObject) d__37:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_greetings UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at CompleteObjectivesInOrderInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at EventListenerRelay.triggerDialogueListeners (System.String dialogueIdentifier) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationModel.GetState (PixelCrushers.DialogueSystem.DialogueEntry entry, System.Boolean includeLinks, System.Boolean stopAtFirstValid, System.Boolean skipExecution) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationController.OnSelectedResponse (System.Object sender, PixelCrushers.DialogueSystem.SelectedResponseEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationView.SelectResponse (PixelCrushers.DialogueSystem.SelectedResponseEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.AbstractDialogueUI.OnClick (System.Object data) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton.OnClick () [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 PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() 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: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_farewell UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaExitListener:OnTriggerExit(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_anxious_who_are_you UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_anxious_go_on UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaExitListener:OnTriggerExit(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LevelUpSkillsButtonButton:Clicked() 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LocalTreeData:receiveSpendSkillPointCommand(Ability, Byte) TreeUIManager:skillTreeNodeClicked(SkillTreeNode) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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: B30 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.3248291 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 42 unused Assets to reduce memory usage. Loaded Objects now: 862754. Total: 947.593400 ms (FindLiveObjects: 30.915400 ms CreateObjectMapping: 72.968400 ms MarkObjects: 842.866600 ms DeleteObjects: 0.842600 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 B30 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 B30 1.28 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 '!ftraceLightmaps') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) Unloading 19 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 27.841200 ms Unloading 532 unused Assets to reduce memory usage. Loaded Objects now: 1156139. Total: 977.668200 ms (FindLiveObjects: 44.547500 ms CreateObjectMapping: 79.294400 ms MarkObjects: 851.634800 ms DeleteObjects: 2.191000 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1156139. Total: 967.593100 ms (FindLiveObjects: 45.574100 ms CreateObjectMapping: 80.559100 ms MarkObjects: 840.570500 ms DeleteObjects: 0.889000 ms) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:TryQuickEquip(ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickEquipFromInventory(ContainerID, Vector2Int, Boolean, Boolean, Boolean, Boolean, Boolean) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Helmet/sfx_ui_inventoryitem_helmetplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_2hbluntmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:vacuumNearbyCraftingMaterials(Actor, GroundItemList, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Shield/sfx_ui_inventoryitem_shieldmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LevelUpPassivesButton:clicked() 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LocalTreeData:receiveSpendPassivePointCommand(CharacterClass, Byte) TreeUIManager:characterTreeNodeClicked(SkillTreeNode) SkillTreeNode:Clicked() 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) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at Objective.completeObjective () [0x00000] in <00000000000000000000000000000000>:0 at CompleteObjectivesInOrderInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at SpawnerEngagedListener.ActorUsingAbilityStateActivated (Actor actor, System.Boolean calledToArms, System.Boolean diedBeforeActivating) [0x00000] in <00000000000000000000000000000000>:0 at Actor+UsingAbilityActivatedAction.Invoke (Actor actor, System.Boolean calledToArms, System.Boolean diedBeforeActivating) [0x00000] in <00000000000000000000000000000000>:0 at Actor.onUsingAbilityActivated (System.Boolean calledToArms, System.Boolean diedBeforeActivating) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.Activate (System.Boolean calledToArms, System.Boolean fromDamageTaken) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.activateIfEnemyInRange () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.update () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityAI.update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:TryQuickEquip(ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickEquipFromInventory(ContainerID, Vector2Int, Boolean, Boolean, Boolean, Boolean, Boolean) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_standdown' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at PlayerCombatVoicePlayer.onKill (Ability ability, Actor target) [0x00000] in <00000000000000000000000000000000>:0 at AbilityEventListener+OnStunAction.Invoke (Ability ability, Actor target) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_glyph2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnCraftingItem(Int32, Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_rune2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnCraftingItem(Int32, Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Helmet/sfx_ui_inventoryitem_helmetplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_rune UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:vacuumNearbyCraftingMaterials(Actor, GroundItemList, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:vacuumNearbyCraftingMaterials(Actor, GroundItemList, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_glyph UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:vacuumNearbyCraftingMaterials(Actor, GroundItemList, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LevelUpSkillsButtonButton:Clicked() 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LocalTreeData:receiveSpendSkillPointCommand(Ability, Byte) TreeUIManager:skillTreeNodeClicked(SkillTreeNode) 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) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_glyph2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnCraftingItem(Int32, Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at BufferedCommandHolder.executeBufferedAbilityCommand (System.Boolean canOnlyUseAbilitiesThatCanBeUsedInLowPrioritySettle) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.stopUsingAbility (System.Boolean canChangeState) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.update () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_glyph UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:requestPickup() DistantItemPickupHandler:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_complete' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.onQuestCompletion (Quest quest, System.Boolean loading) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.incrementStatefulObjective (StatefulObjective so, System.Boolean loading) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.incrementObjective (Objective objective, System.Boolean loading) [0x00000] in <00000000000000000000000000000000>:0 at Objective.incrementObjective () [0x00000] in <00000000000000000000000000000000>:0 at IncremementObjectiveInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at SpawnerDefeatedListener.EntityDied (Dying dying) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at Dying.onEnter () [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Gloves/sfx_ui_inventoryitem_glovesleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) The referenced script (MeshDecimator.Unity.DecimatedObject) on this Behaviour is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() [ line 199] (Filename: Line: 199) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() [ line 334] (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'T1_Gloves') is missing! UnityEngine.Object:Instantiate(Object, Vector3, Quaternion) UnityEngine.Object:Instantiate(T, Vector3, Quaternion) PoolWithTransformReference`1:getNew(Vector3, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() [ line 334] (Filename: Line: 334) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Gloves/sfx_ui_inventoryitem_glovesplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_2hbluntmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Shield/sfx_ui_inventoryitem_shieldwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) PreLoading Scene: B33 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.1269531 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 10) Unloading 7087 unused Assets to reduce memory usage. Loaded Objects now: 1270532. Total: 1146.281900 ms (FindLiveObjects: 66.101000 ms CreateObjectMapping: 82.863800 ms MarkObjects: 988.601400 ms DeleteObjects: 8.715500 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 B33 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 B33 1.30 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 18 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 199.655700 ms Unloading 1034 unused Assets to reduce memory usage. Loaded Objects now: 960232. Total: 1028.997200 ms (FindLiveObjects: 38.759600 ms CreateObjectMapping: 76.599100 ms MarkObjects: 911.430900 ms DeleteObjects: 2.207000 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 960232. Total: 1032.032000 ms (FindLiveObjects: 40.375300 ms CreateObjectMapping: 78.072500 ms MarkObjects: 912.635800 ms DeleteObjects: 0.947800 ms) EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at CompleteObjectivesInOrderInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/Skeleton/va_skeleton_gencombat UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at Objective.completeObjective () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.Quests.CompleteObjectives.b__2_0 (Actor playerActor) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder.iterateAllPlayerActors (System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.StateNode.Enter (LE.SceneState.Core.Context context) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at EventListenerRelay.triggerDialogueListeners (System.String dialogueIdentifier) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationModel.GetState (PixelCrushers.DialogueSystem.DialogueEntry entry, System.Boolean includeLinks, System.Boolean stopAtFirstValid, System.Boolean skipExecution) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationController.OnSelectedResponse (System.Object sender, PixelCrushers.DialogueSystem.SelectedResponseEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationView.SelectResponse (PixelCrushers.DialogueSystem.SelectedResponseEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.AbstractDialogueUI.OnClick (System.Object data) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton.OnClick () [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 PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() 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: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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 create agent because it is not close 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) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close 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) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close 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) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (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 Spawner:spawn() System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh Spawner:spawn() System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh Spawner:spawn() System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (Filename: Line: 648) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_standdown' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at PlayerCombatVoicePlayer.onKill (Ability ability, Actor target) [0x00000] in <00000000000000000000000000000000>:0 at AbilityEventListener+OnStunAction.Invoke (Ability ability, Actor target) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_lagonian2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Vector3, Boolean, Boolean, Int32, Int32) CreateItemInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Vector3, Boolean, Boolean, Int32, Int32) CreateItemInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Vector3, Boolean, Boolean, Int32, Int32) CreateItemInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Vector3, Boolean, Boolean, Int32, Int32) CreateItemInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_lagonian2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Vector3, Boolean, Boolean, Int32, Int32) CreateItemInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_lagonian2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:spawnSpecificItemAtPoint(Int32, Int32, Int32, Int32, Int32, Int32, Vector3, Boolean, Boolean, Int32, Int32) CreateItemInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_lagonian UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_lagonian UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_lagonian UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Chests/sfx_ui_chests_open1 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) d__56:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Shield/sfx_ui_inventoryitem_shieldmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_2hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (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 (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_amulet 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Belt/sfx_ui_inventoryitem_belt 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:requestPickup() DistantItemPickupHandler:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LevelUpPassivesButton:clicked() 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LocalTreeData:receiveSpendPassivePointCommand(CharacterClass, Byte) TreeUIManager:characterTreeNodeClicked(SkillTreeNode) SkillTreeNode:Clicked() 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) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (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 (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (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 (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:requestPickup() DistantItemPickupHandler:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.incrementStatefulObjective (StatefulObjective so, System.Boolean loading) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.incrementObjective (Objective objective, System.Boolean loading) [0x00000] in <00000000000000000000000000000000>:0 at Objective.incrementObjective () [0x00000] in <00000000000000000000000000000000>:0 at IncremementObjectiveInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at SpawnerDefeatedListener.EntityDied (Dying dying) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at Dying.onEnter () [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_2hbluntmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsplate UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsplate UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:TryQuickEquip(ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickEquipFromInventory(ContainerID, Vector2Int, Boolean, Boolean, Boolean, Boolean, Boolean) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/Skeleton/va_skeleton_gencombat UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_complete' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.onQuestCompletion (Quest quest, System.Boolean loading) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at Objective.completeObjective () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.Quests.CatchupQuestObjectives+<>c__DisplayClass3_0.b__0 (Actor playerActor) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder.iterateAllPlayerActors (System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.Quests.CatchupQuestObjectives.Enter (LE.SceneState.Core.Context context) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.StateNode.Enter (LE.SceneState.Core.Context context) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at EventListenerRelay.triggerDialogueListeners (System.String dialogueIdentifier) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationModel.GetState (PixelCrushers.DialogueSystem.DialogueEntry entry, System.Boolean includeLinks, System.Boolean stopAtFirstValid, System.Boolean skipExecution) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationController.OnSelectedResponse (System.Object sender, PixelCrushers.DialogueSystem.SelectedResponseEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationView.SelectResponse (PixelCrushers.DialogueSystem.SelectedResponseEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.AbstractDialogueUI.OnClick (System.Object data) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton.OnClick () [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 PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() 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: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/Skeleton/va_skeleton_gencombat UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) PreLoading Scene: B25 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001220703 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 10) Unloading 4215 unused Assets to reduce memory usage. Loaded Objects now: 966753. Total: 1085.187800 ms (FindLiveObjects: 53.623600 ms CreateObjectMapping: 76.825700 ms MarkObjects: 950.685600 ms DeleteObjects: 4.052600 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 B25 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 B25 1.10 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 20 Unused Serialized files (Serialized files now loaded: 10) UnloadTime: 40.560600 ms Unloading 315 unused Assets to reduce memory usage. Loaded Objects now: 942444. Total: 1031.717900 ms (FindLiveObjects: 37.466600 ms CreateObjectMapping: 77.221200 ms MarkObjects: 915.677500 ms DeleteObjects: 1.352000 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 10) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 942444. Total: 1032.440600 ms (FindLiveObjects: 38.799600 ms CreateObjectMapping: 79.189000 ms MarkObjects: 913.519000 ms DeleteObjects: 0.932600 ms) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_anxious_who_are_you UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_anxious_go_on UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaExitListener:OnTriggerExit(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_greetings UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_farewell UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaExitListener:OnTriggerExit(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_greetings UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_farewell UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaExitListener:OnTriggerExit(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) NewSkillsButton:clicked() 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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: B7S10 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 1.164551 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 2 Unused Serialized files (Serialized files now loaded: 12) Unloading 39 unused Assets to reduce memory usage. Loaded Objects now: 944903. Total: 1042.514800 ms (FindLiveObjects: 38.541300 ms CreateObjectMapping: 77.799000 ms MarkObjects: 925.207800 ms DeleteObjects: 0.966400 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 B7S10 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 B7S10 2.22 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 18 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 27.499200 ms Unloading 659 unused Assets to reduce memory usage. Loaded Objects now: 1109796. Total: 1077.884500 ms (FindLiveObjects: 43.755500 ms CreateObjectMapping: 81.278500 ms MarkObjects: 950.595900 ms DeleteObjects: 2.254200 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 12) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1109796. Total: 1065.869100 ms (FindLiveObjects: 46.362900 ms CreateObjectMapping: 79.478500 ms MarkObjects: 939.077700 ms DeleteObjects: 0.949500 ms) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_amulet 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at BufferedCommandHolder.executeBufferedAbilityCommand (System.Boolean canOnlyUseAbilitiesThatCanBeUsedInLowPrioritySettle) [0x00000] in <00000000000000000000000000000000>:0 at BufferedCommandHolder.executeAnyBufferedAbilityCommandIfReady () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.update () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Gloves/sfx_ui_inventoryitem_glovesleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Shield/sfx_ui_inventoryitem_shieldwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_amulet 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Armour/sfx_ui_inventoryitem_armourplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsplate2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Shield/sfx_ui_inventoryitem_shieldmetal UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:DropItemFromCursor(ContainerID, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Shield/sfx_ui_inventoryitem_shieldmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Shield/sfx_ui_inventoryitem_shieldmetal2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:requestPickup() DistantItemPickupHandler:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_amulet 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_amulet 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:TryQuickEquip(ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickEquipFromInventory(ContainerID, Vector2Int, Boolean, Boolean, Boolean, Boolean, Boolean) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:TryQuickEquip(ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickEquipFromInventory(ContainerID, Vector2Int, Boolean, Boolean, Boolean, Boolean, Boolean) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at Objective.completeObjective () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.Quests.CompleteObjectives.b__2_0 (Actor playerActor) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder.iterateAllPlayerActors (System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.StateNode.Enter (LE.SceneState.Core.Context context) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at WorldAreaEnterListener.OnTriggerEnter (UnityEngine.Collider enteringObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at Objective.completeObjective () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.Quests.CatchupQuestObjectives+<>c__DisplayClass3_0.b__0 (Actor playerActor) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder.iterateAllPlayerActors (System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.Quests.CatchupQuestObjectives.Enter (LE.SceneState.Core.Context context) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.StateNode.Enter (LE.SceneState.Core.Context context) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at SpawnerDefeatedListener.EntityDied (Dying dying) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at Dying.onEnter () [0x00000] in <00000000000000000000000000000000>:0 at StateController.switchCurrentState (State state) [0x00000] in <00000000000000000000000000000000>:0 at State.TryToEnter () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Chests/sfx_ui_chests_open2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_complete' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.onQuestCompletion (Quest quest, System.Boolean loading) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at Objective.completeObjective () [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Actions.Quests.CompleteObjectives.b__2_0 (Actor playerActor) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder+PlayerChangedAction.Invoke (UnityEngine.GameObject newPlayer) [0x00000] in <00000000000000000000000000000000>:0 at PlayerFinder.iterateAllPlayerActors (System.Action`1[T] action) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.StateNode.Enter (LE.SceneState.Core.Context context) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Nodes.BaseStateNode.TryProcessTrigger (LE.SceneState.Core.Trigger targetTrigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Core.StateGraph.TryProcessTrigger (LE.SceneState.Core.Trigger trigger, Actor stateOwner) [0x00000] in <00000000000000000000000000000000>:0 at LE.SceneState.Interaction.StateTransitionInteraction.Interaction (UnityEngine.GameObject interactionSource) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at EventListenerRelay.triggerDialogueListeners (System.String dialogueIdentifier) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityAction`1[T0].Invoke (T0 arg0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationModel.GetState (PixelCrushers.DialogueSystem.DialogueEntry entry, System.Boolean includeLinks, System.Boolean stopAtFirstValid, System.Boolean skipExecution) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationController.OnSelectedResponse (System.Object sender, PixelCrushers.DialogueSystem.SelectedResponseEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.ConversationView.SelectResponse (PixelCrushers.DialogueSystem.SelectedResponseEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at System.Net.OpenWriteCompletedEventHandler.Invoke (System.Object sender, System.Net.OpenWriteCompletedEventArgs e) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.AbstractDialogueUI.OnClick (System.Object data) [0x00000] in <00000000000000000000000000000000>:0 at PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton.OnClick () [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 PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() 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: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Quest/sfx_ui_quest_progress UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSound:playSound() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Uploading Crash Report EventNotFoundException: [FMOD] Event not found 'event:/UI/Johns/General/Quest/sfx_ui_quest_progress' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.QuestSoundPlayer.PlaySound (FMODUnity.QuestSoundPlayer+QuestSound questSound) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeStatefulObjective (StatefulObjective so, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at StatefulQuestList.completeObjective (Objective objective, System.Boolean loading, System.Boolean noNotification) [0x00000] in <00000000000000000000000000000000>:0 at CompleteObjectivesInOrderInteraction.Interaction (UnityEngine.GameObject sourceObject) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0 at TimerListener.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LevelUpPassivesButton:clicked() 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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: B25 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager: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() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager: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() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager: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() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0001220703 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager: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() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 12) Unloading 3481 unused Assets to reduce memory usage. Loaded Objects now: 1160618. Total: 1129.887200 ms (FindLiveObjects: 50.819400 ms CreateObjectMapping: 83.141400 ms MarkObjects: 991.793800 ms DeleteObjects: 4.132400 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 B25 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 B25 1.15 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 20 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 117.692500 ms Unloading 208 unused Assets to reduce memory usage. Loaded Objects now: 979227. Total: 1079.657900 ms (FindLiveObjects: 38.641900 ms CreateObjectMapping: 76.766600 ms MarkObjects: 963.016900 ms DeleteObjects: 1.232200 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 12) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 979227. Total: 1086.748700 ms (FindLiveObjects: 38.534400 ms CreateObjectMapping: 76.588200 ms MarkObjects: 970.682200 ms DeleteObjects: 0.943400 ms) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_greetings UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_farewell UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaExitListener:OnTriggerExit(Collider) (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) 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] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:MapKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:DropItemFromCursor(ContainerID, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) TypedItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:DropItemFromCursor(ContainerID, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_eterran UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) TypedItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:DropItemFromCursor(ContainerID, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Idols/sfx_ui_inventoryitem_idol_lagonian UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) TypedItemContainer:TryAddItem(ItemData, Int32, Vector2Int, Context) OneSlotItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:DropItemFromCursor(ContainerID, Vector2Int) ItemContainersManager:TryDropFromCursor(ContainerID, Vector2Int, Boolean, Vector2Int, Vector2Int) ItemContainerUI:TryDropFromCursor(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.ExecuteEvents:ExecuteHierarchy(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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) NewSkillsButton:clicked() 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skilldespecialise UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect_slot UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) AbilityPanelIcon:clicked() 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LocalTreeData:receiveSpendSkillPointCommand(Ability, Byte) TreeUIManager:skillTreeNodeClicked(SkillTreeNode) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LocalTreeData:receiveSpendSkillPointCommand(Ability, Byte) TreeUIManager:skillTreeNodeClicked(SkillTreeNode) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LocalTreeData:receiveSpendSkillPointCommand(Ability, Byte) TreeUIManager:skillTreeNodeClicked(SkillTreeNode) 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) [FMOD] Event not found: event:/UI/Johns/General/Skill/sfx_ui_skillselect UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) LocalTreeData:receiveSpendSkillPointCommand(Ability, Byte) TreeUIManager:skillTreeNodeClicked(SkillTreeNode) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) AbilitySelectionIcon:clicked() 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:openMap(Boolean, Boolean) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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: B33 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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: 0.1381836 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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 1 Unused Serialized files (Serialized files now loaded: 11) Unloading 139 unused Assets to reduce memory usage. Loaded Objects now: 980522. Total: 1150.611300 ms (FindLiveObjects: 58.178500 ms CreateObjectMapping: 80.456300 ms MarkObjects: 1010.734700 ms DeleteObjects: 1.241400 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 B33 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 B33 1.31 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 18 Unused Serialized files (Serialized files now loaded: 11) UnloadTime: 31.120100 ms Unloading 551 unused Assets to reduce memory usage. Loaded Objects now: 1001066. Total: 1096.915800 ms (FindLiveObjects: 39.552600 ms CreateObjectMapping: 77.014800 ms MarkObjects: 977.839200 ms DeleteObjects: 2.508900 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 11) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1001066. Total: 1089.405800 ms (FindLiveObjects: 39.926500 ms CreateObjectMapping: 78.495600 ms MarkObjects: 970.009000 ms DeleteObjects: 0.974000 ms) Failed to create agent because it is not close 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) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close 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) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close 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) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh RectangleSpawner:placeObject(GameObject) Spawner:spawnIndividual(Actor) MonsterGenerator:generateCommonPack(ActorData, Spawner, Int32, Int32, Boolean, Boolean, Boolean, Boolean, Int32, Int32) Spawner:generateEntities() [ line 648] (Filename: Line: 648) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (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 Spawner:spawn() System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh Spawner:spawn() System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh Spawner:spawn() System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() [ line 648] (Filename: Line: 648) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootslight2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootslight2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) ItemContainerUIWithBorder:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:TryQuickEquip(ContainerID, Vector2Int, Boolean) ItemContainersManager:tryQuickEquipFromInventory(ContainerID, Vector2Int, Boolean, Boolean, Boolean, Boolean, Boolean) ItemContainerUI:onPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blunt/sfx_ui_inventoryitem_1hbluntwood2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/sfx_ui_pickup UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) OneSlotItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainer:MoveItemTo(ItemContainerEntry, Int32, IItemContainer, Nullable`1, Context) ItemContainersManager:MoveFromContainerToContainer(ContainerID, Vector2Int, ContainerID, Vector2Int) ItemContainersManager:ItemToCursor(ContainerID, Vector2Int) ItemContainerUI:onBeginDrag(PointerEventData) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) Rewired.Integration.UnityUI.RewiredPointerInputModule:ProcessDrag(PlayerPointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Wand/sfx_ui_inventoryitem_wand 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainersManager:DropItem(Actor, ItemData, Int32) ItemContainersManager:AttemptItemDropInWorld() ItemContainersManager:manuallyAttemptItemDropInWorld() ItemContainerUI:onEndDrag(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.HandleAbilityInput (UnityEngine.Transform hitTransform, UnityEngine.Vector3 hitVector) [0x00000] in <00000000000000000000000000000000>:0 at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:MapKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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: B25 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 11) Unloading 839 unused Assets to reduce memory usage. Loaded Objects now: 1020730. Total: 1155.753900 ms (FindLiveObjects: 45.469500 ms CreateObjectMapping: 77.400600 ms MarkObjects: 1031.222900 ms DeleteObjects: 1.660700 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 B25 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 B25 1.18 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 20 Unused Serialized files (Serialized files now loaded: 11) UnloadTime: 50.544700 ms Unloading 317 unused Assets to reduce memory usage. Loaded Objects now: 982643. Total: 1099.328000 ms (FindLiveObjects: 38.806000 ms CreateObjectMapping: 76.836600 ms MarkObjects: 982.294500 ms DeleteObjects: 1.390200 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 11) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 982643. Total: 1108.792500 ms (FindLiveObjects: 40.785100 ms CreateObjectMapping: 79.844000 ms MarkObjects: 986.971300 ms DeleteObjects: 1.191600 ms) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:MapKeyDown() EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:openMap(Boolean, Boolean) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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: B7S10 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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: 0.4855957 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() UIWaypointStandard:LoadWaypointScene() 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() UIWaypointStandard:LoadWaypointScene() 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 1 Unused Serialized files (Serialized files now loaded: 12) Unloading 3 unused Assets to reduce memory usage. Loaded Objects now: 982311. Total: 1129.697100 ms (FindLiveObjects: 39.873800 ms CreateObjectMapping: 86.700300 ms MarkObjects: 1002.082300 ms DeleteObjects: 1.040500 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 B7S10 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 B7S10 1.64 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 18 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 28.970700 ms Unloading 664 unused Assets to reduce memory usage. Loaded Objects now: 1147329. Total: 1111.101100 ms (FindLiveObjects: 44.649100 ms CreateObjectMapping: 77.618100 ms MarkObjects: 986.568700 ms DeleteObjects: 2.264900 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 12) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1147329. Total: 1113.656300 ms (FindLiveObjects: 45.351600 ms CreateObjectMapping: 79.343100 ms MarkObjects: 988.011900 ms DeleteObjects: 0.949200 ms) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Belt/sfx_ui_inventoryitem_belt 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Wearables/sfx_ui_inventoryitem_ring 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_attack' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility+StartedUsingAbilityAction.Invoke (AbilityInfo abilityInfo, Ability ability, UnityEngine.Vector3 targetLocation) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.beginUsingAbility () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.InitialiseAbilityUse (Ability _ability, UnityEngine.Vector3 target, System.Boolean ignoreCanUseAbilityChecks, System.Boolean pressed, System.Boolean canInterruptExistingAbility, System.Single desiredFastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommand (Ability _ability, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean pressed, System.Boolean prepared, System.Boolean canMoveToAttackWithoutOptionEnabled, System.Boolean canInterruptExistingAbility, System.Single fastForwardDuration) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.useBufferableAbilityCommand (Ability _ability, BufferedCommandHolder+BufferableAbilityType bufferableAbilityType, System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.UseAbilityCommandWithActionId (System.Int32 abilityNumber, UnityEngine.Vector3 target, UnityEngine.Transform targetTransform, System.Int32 actionId, System.Boolean press, System.Boolean countsAsPressedOrPrepared, System.Boolean canMoveToAttackWithoutOptionEnabled) [0x00000] in <00000000000000000000000000000000>:0 at BufferedCommandHolder.executeBufferedAbilityCommand (System.Boolean canOnlyUseAbilitiesThatCanBeUsedInLowPrioritySettle) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+BlockAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.stopUsingAbility (System.Boolean canChangeState) [0x00000] in <00000000000000000000000000000000>:0 at UsingAbility.update () [0x00000] in <00000000000000000000000000000000>:0 at UsingAbilityPlayer.update () [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_2hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Blade/sfx_ui_inventoryitem_1hblade2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_glyph2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnCraftingItem(Int32, Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) EventNotFoundException: [FMOD] Event not found 'event:/Voice Acting/Sentinel/Combat_General/va_sentinel_gencombat_hurt' at FMODUnity.RuntimeManager.GetEventDescription (System.String path) [0x00000] in <00000000000000000000000000000000>:0 at FMODUnity.VoiceActingPlayer.PlayVoiceLine (System.String eventName, System.Boolean lowPriority, UnityEngine.Transform tForm) [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager+EventVoiceLine.tryToPlay () [0x00000] in <00000000000000000000000000000000>:0 at PlayerVoiceEventManager.playVoiceLine (Actor player, PlayerVoiceEventManager+VoiceLineEvent voiceLineEvent) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass+PotentialFreezeAction.Invoke (System.Single freezeRate) [0x00000] in <00000000000000000000000000000000>:0 at ProtectionClass.ApplyDamage (DamageStats damageStats, DamageSource damageSource, System.Single damageModifier, Actor attacker, System.Boolean delayDamageNumber) [0x00000] in <00000000000000000000000000000000>:0 at DamageStatsHolder.applyDamage (ProtectionClass enemyProtection) [0x00000] in <00000000000000000000000000000000>:0 at DamageEnemyOnHit.damageEnemy (Actor enemy) [0x00000] in <00000000000000000000000000000000>:0 at System.Threading.ParameterizedThreadStart.Invoke (System.Object obj) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.hitActor (Actor actor) [0x00000] in <00000000000000000000000000000000>:0 at HitDetector.OnTriggerEnter (UnityEngine.Collider hitObject) [0x00000] in <00000000000000000000000000000000>:0 (Filename: currently not available on il2cpp Line: -1) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:DropItemAtPoint(ItemDataUnpacked, Vector3, Int32) GenerateItems:SpawnShard(Vector3) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootsleather2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed 2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:playGoldDropSound(Vector3) GroundGoldVisuals:initialise(Int32, Vector3, UInt32, GroundGoldLabel, Boolean) GroundItemVisualsManager:createGroundGoldVisuals(Int32, Vector3, UInt32, Boolean) GroundItemManager:dropGoldForPlayer(Actor, Int32, Vector3, Boolean) ItemDrop:g__spawnGoldForActor|45_2(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_1haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) GenerateItems:SpawnItemAtPoint(Vector3, Int32, Boolean, Single, Int32) d__44:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/General/Gold/v2/sfx_ui_gold_smallmed UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) GroundItemVisualsManager:poolGroundGoldVisuals(GroundGoldVisuals, Boolean) GroundItemVisualsManager:poolGroundGoldVisuals(UInt32, Boolean) GroundItemManager:pickupGold(GroundItemList, Actor, UInt32) GroundItemManager:pickupGold(Actor, UInt32, GoldPickupInteraction) GoldPickupInteraction:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Weapons/Axe/sfx_ui_inventoryitem_2haxe2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) GroundItemVisuals:initialise(ItemDataUnpacked, UInt32, GroundItemLabel, Boolean) GroundItemVisualsManager:createGroundItemVisuals(ItemDataUnpacked, Vector3, UInt32, Boolean) GroundItemManager:dropItemForPlayer(Actor, ItemData, Vector3, Boolean) GenerateItems:spawnRandomItem(Vector3, Int32, Boolean, ItemLocationTag, Int32, Int32, Int32) ItemDrop:g__spawnRandomItemForActor|45_1(Actor, <>c__DisplayClass45_0&) ItemDrop:DropItem(Int32, Vector3, Single, Boolean, Single, BaseDropRates, Boolean, Single, Single, DropFlags) ItemDrop:DropItem() DeathItemDrop:OnDeath(Dying) System.Threading.ParameterizedThreadStart:Invoke(Object) Dying:onEnter() StateController:switchCurrentState(State) State:TryToEnter() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_glyph UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:vacuumNearbyCraftingMaterials(Actor, GroundItemList, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Crafting/sfx_ui_inventoryitem_shard UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:vacuumNearbyCraftingMaterials(Actor, GroundItemList, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_Items/Armour/Boots/sfx_ui_inventoryitem_bootslight UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:play2DSound(String) ItemSoundManager:instancePlaySound(Int32, Int32, Boolean, Vector3) ItemSoundManager:playSound(Int32, Int32, Boolean, Boolean, Vector3) ItemContainerUI:PlayItemSound(ItemContainerEntryHandler) ItemContainerUI:Container_ItemAdded(Object, ItemContainerEntryHandler) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) ItemContainer:AddItem(ItemData, Int32, Vector2Int, Context) ItemContainer:TryAddItem(ItemData, Int32, Context) ItemContainersManager:attemptToPickupItem(ItemData, Vector3) GroundItemManager:pickupItem(GroundItemList, Actor, UInt32) GroundItemManager:pickupItem(Actor, UInt32) GroundItemLabel:ClickedItem() 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) [FMOD] Event not found: event:/UI/Johns/General/Chests/sfx_ui_chests_open2 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) TimerListener:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) EpochInputManager:HandleButtonPress(Vector3) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) OnClickAction:Invoke() TabUIElement:OnPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) OnClickAction:Invoke() TabUIElement:OnPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) OnClickAction:Invoke() TabUIElement:OnPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) OnClickAction:Invoke() TabUIElement:OnPointerClick(PointerEventData) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Inventory/Inventory_General/sfx_ui_inventory_close UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:ExitKeyDown() EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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: B25 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager: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() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager: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() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager: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() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.0002441406 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager: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() LoadLastTownInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) EventListener:triggerDialogueListeners(String, GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 12) Unloading 2372 unused Assets to reduce memory usage. Loaded Objects now: 1170328. Total: 1161.857100 ms (FindLiveObjects: 58.343700 ms CreateObjectMapping: 79.318400 ms MarkObjects: 1021.547500 ms DeleteObjects: 2.647200 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 B25 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 B25 1.18 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 20 Unused Serialized files (Serialized files now loaded: 12) UnloadTime: 127.455700 ms Unloading 263 unused Assets to reduce memory usage. Loaded Objects now: 982992. Total: 1095.052700 ms (FindLiveObjects: 38.875400 ms CreateObjectMapping: 77.502800 ms MarkObjects: 977.339800 ms DeleteObjects: 1.334300 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 12) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 982992. Total: 1103.801600 ms (FindLiveObjects: 39.204300 ms CreateObjectMapping: 78.801900 ms MarkObjects: 984.861300 ms DeleteObjects: 0.933500 ms) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_greetings UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) EpochInputManager:HandleMovementInput(Boolean, Boolean, Boolean) EpochInputManager:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_select UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) 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) [FMOD] Event not found: event:/Voice Acting/NPC/GEN/Male/gen/M3_NPC_polite_farewell UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) OneShotSoundManager:playSoundAtLocation(String, Vector3) PlayOneShotSoundInteraction:play(GameObject) PlayOneShotSoundInteraction:tryToPlay(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaExitListener:OnTriggerExit(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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: B20 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0.1601563 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 1 Unused Serialized files (Serialized files now loaded: 11) Unloading 39 unused Assets to reduce memory usage. Loaded Objects now: 982432. Total: 1116.800600 ms (FindLiveObjects: 43.064200 ms CreateObjectMapping: 75.900700 ms MarkObjects: 996.859900 ms DeleteObjects: 0.975500 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 B20 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 B20 1.29 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 '!ftraceLightmaps') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'GRAPHICS[]SETUP') is missing! (Filename: Line: 334) The referenced script on this Behaviour (Game Object 'TouchReactSystem') is missing! (Filename: Line: 334) Unloading 18 Unused Serialized files (Serialized files now loaded: 11) UnloadTime: 28.641000 ms Unloading 653 unused Assets to reduce memory usage. Loaded Objects now: 1101151. Total: 1119.287100 ms (FindLiveObjects: 43.844400 ms CreateObjectMapping: 77.065900 ms MarkObjects: 996.081100 ms DeleteObjects: 2.295100 ms) Unloading 1 Unused Serialized files (Serialized files now loaded: 11) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 1101151. Total: 1110.386800 ms (FindLiveObjects: 42.904800 ms CreateObjectMapping: 76.824700 ms MarkObjects: 989.629500 ms DeleteObjects: 1.027300 ms) PreLoading Scene: B25 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Finished Load Scene References, Time Taken: 0 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) LE.AssetManagement.SceneReferenceManager:PreloadScene(String) d__32:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) SceneLoader:RecursiveSceneQueueLoading() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (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() LoadSceneInteraction:Interaction(GameObject) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldAreaEnterListener:OnTriggerEnter(Collider) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloading 0 Unused Serialized files (Serialized files now loaded: 11) Unloading 140 unused Assets to reduce memory usage. Loaded Objects now: 1119344. Total: 1133.987100 ms (FindLiveObjects: 46.984800 ms CreateObjectMapping: 81.475600 ms MarkObjects: 1004.361300 ms DeleteObjects: 1.165100 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 B25 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 B25 1.15 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 20 Unused Serialized files (Serialized files now loaded: 11) UnloadTime: 126.770500 ms Unloading 607 unused Assets to reduce memory usage. Loaded Objects now: 982696. Total: 1092.722500 ms (FindLiveObjects: 38.399500 ms CreateObjectMapping: 78.345700 ms MarkObjects: 973.050500 ms DeleteObjects: 2.926400 ms) Unloading 0 Unused Serialized files (Serialized files now loaded: 11) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 982696. Total: 1105.443700 ms (FindLiveObjects: 39.402300 ms CreateObjectMapping: 78.832200 ms MarkObjects: 986.260200 ms DeleteObjects: 0.948400 ms) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_menu_open UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) UIBase:openMap(Boolean, Boolean) System.Threading.ParameterizedThreadStart:Invoke(Object) ConditionHandler:TryTriggerInteraction(GameObject) WorldObjectClickListener:ObjectClick(GameObject) WalkToInteractable:Update() (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39) [FMOD] Event not found: event:/UI/Johns/Menu/sfx_ui_hover UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:LogWarning(Object) FMODUnity.RuntimeManager:PlayOneShot(String, Vector3) UISounds:playSound(UISoundLabel) System.Net.OpenWriteCompletedEventHandler:Invoke(Object, OpenWriteCompletedEventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 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)